

The game's relatively basic combat with local wildlife is also similar. Even the game's soundtrack maintains a similar minimalist style - with a lot of ambient sounds, quite a bit of silence, and some BotW-like piano flourishes thrown in during certain triggers. Windbound sports a comparable simplified cell-shaded art style with a focus on exploration. Eventually, you'll be able to make a sail, where then the wide-open ocean is yours to explore.īreath of the Wild inspirations are readily apparent in Windbound, with a mix of The Wind Waker thrown in. Creating a shovel will let you dig, crafting an axe will let you take down larger flora, and soon enough Kara will be able to craft a basic rowboat to travel from island to nearby island. Making rope and collecting various sorts of leaves, bones, and sticks will allow Kara to make a storage bag and sling weapon. Tall grass can be used to make grass ropes. In order to make things easier for yourself, you'll have to basically start from scratch and craft items to survive in this vast ocean world.

This is enough to cut down tall grass and take out the smallest of critters, but that's about it. At the onset of the game, all you are given is a basic knife. The setting in Windbound is a procedurally generated world of islands scattered on an open ocean, meaning no two players' environments are going to be exactly the same.
It looks like not only will Kara need to find her way back to her fleet, she'll probably learn more about this civilization and herself along the way. Around her neck is some sort of memento sea-shell, which seems to have some important connection with an ancient civilization whose ruins are scattered across the dotted island world that Kara now finds herself in. The playable character in Windbound is Kara, a young woman who is separated from her fleet during a massive storm. Kara is more of a player avatar instead of a bespoke character, in that she never actually speaks outside of some grunts and efforts. I got a chance to play a couple of brief segments of the game ahead of its launch later this month. Windbound also has a 'Story' mode, which effectively removes the harsher roguelike mechanics from the game entirely. If the word 'roguelike' makes you bristle with disgust, don't worry. Put briefly, Windbound looks to be a survival game with a roguelike structure, with some clear artistic inspiration drawn from The Legend of Zelda: Breath of the Wild. mash the two together? Windbound seems to be that, and the result might be pretty interesting. The Australian development team at 5 Lives Studios then seemed to ask themselves the question: What happens if you. It seems like roguelike games and survival games have become more popular in recent years, especially in the indie RPG scene.
