Almost like the Edda in prose
Starting a review with what’s not there, it should be a bad thing, but it’s not the case for Expeditions: Viking, who, unlike the previous episode, has abandoned all kinds of multiplayer modes and this has allowed developers to focus on a campaign that is even longer and rich in content.
As mentioned in the opening, Expeditions: Vikingtells us the story of a Viking clan who, precisely in 790 AD, faces an unexpected succession to the throne after the previous jarl and his crew died after a trip along the British coast. Scene: You are the children of the deceased boss and, according to the shotgun, there are so many enemies, both inside and outside, ready to put the sticks between the wheels and subdue your clan.
Despite the little originality of the premise, which is exactly the same used in The Great Whale Road to always stay in the northern lands, the succession of events in Expeditions: Vikinghe always keeps the player’s attention alive and has the merit of not falling into easy clichés that the presence of barbarian bearded and bearded might have
In Expeditions: Viking there is no such Odin or any other Scandinavian deity ever ready to intrude on the sound of lightning thrown by whichever point of Valhalla, because Logic Artists preferred to give a very likely image of those they had to be populations of northern Europe, as capable of brandishing an ax or a spear, as ready to use diplomacy and trade to get in touch with nearby populations or who live beyond the coast.
This is just the centerpiece of Expeditions: Viking, a true adventure based on travel, knowledge and struggles with neighbors who are always restless and ready to go to war, but also potential alliances with kings or leaders who could provide valuable help in the struggle for power.
One of the main merits to be recognized in the software house is the profound study of historical reconstruction , indispensable to giving to Expeditions: Vikingan aura of likeness, a factor that all lovers of the matter will appreciate: I do not think the names of the characters resemble those of actual figures, but on the places, the factions and the situations that are facing me,
I am ready to put your hand on the fire. Just to take an example from the early stages of the game: during one of the missions I was involved in the struggle carried by Northumbria’s bishop against the last proto-paganism outbreaks of Rome that still survived in the island, faisal representing with a certain degree of fidelity the passage between the ancient and the medieval times in Britain and which resembles obviously a few passages written by Beda the Venerable in his ecclesiastical history gentis Anglorum.
In the development of the many quests – both principal and secondary – the team was not always able to proceed with a write-free, consistent and consistent individual events, with actions that sometimes dictate clearly how they had behaved a few moments before.
The language of the Vikings
The passage from the rich and lush forests of the American center to the northern lands of the old continent has not coincided with the equally radical change in game mechanics, which go back to their depths in Expeditions: Viking . The work of Logic Artists is certainly not the first to be based on the fusion of many genres but, in spite of what is usually the case, the various sections integrate and merge into perfection, thus creating a continuous and unicum at the level of game design.
A preponderant part is played by the role-playing element, which emerges as soon as the campaign begins with the creation of its virtual alter ego, but characterized by a few aesthetic elements, as opposed to the numerous statistics and parameters to be set. UnlikeExpeditions: Conquistador , this time his character will not remain in the background of the action, but will be employed personally during the clashes.
The same rolling thickness accompanies the many other characters who hand in hand to compose their own party, consisting of several main players, obligatory to use in the various quests, but also by numerous passage figures, which are recruits mercenaries or figures key to a single mission section. The characteristics of the PGs are not limited to the usual life, attack and defense points, but, divided into special menus, they all touch on what is being done.