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he was of course very disappointed about this game after enjoying that masterpiece that was Dragon Age Veilguard. Imo pirate games, let alone pirate rpgs, are a rarity and on that basis alone i think it will be worth checking it out.
The Steam description lacks a mention of the RPG genre, but the developer's list includes RPG:
"Experience the golden age of piracy through a strong and original narrative, real-time exploration and turn-based tactical combat in Flint - Treasure of Oblivion."
Title: Flint: Treasure of Oblivion
Genre: Adventure, RPG, Strategy
Developer: Savage Level
Publisher: Microids
Release Date: Dec 17, 2024
The Steam description lacks a mention of the RPG genre, but the developer's list includes RPG:
"Experience the golden age of piracy through a strong and original narrative, real-time exploration and turn-based tactical combat in Flint - Treasure of Oblivion."
Title: Flint: Treasure of Oblivion
Genre: Adventure, RPG, Strategy
Developer: Savage Level
Publisher: Microids
Release Date: Dec 17, 2024
The Steam description lacks a mention of the RPG genre, but the developer's list includes RPG:
"Experience the golden age of piracy through a strong and original narrative, real-time exploration and turn-based tactical combat in Flint - Treasure of Oblivion."
Title: Flint: Treasure of Oblivion
Genre: Adventure, RPG, Strategy
Developer: Savage Level
Publisher: Microids
Release Date: Dec 17, 2024
It is a short and focused pirate adventure that ends before you can get bored with it.
And the combat mechanics is one of the best filters for landlubbers and milksops since thac0.
So here's an assortment of my impressions.
The good
- Combat system. It's new (to me) and relatively complex.
- You can board ships, sack towns, visit exotic islands and mysterious caves in search of
The treasure is shit though, see "Itemization" below.
- All encounters are hand-crafted and tied to the narrative.
- Hex-grid. Facing and verticality (well, elevation) matters.
- Shares of plunder instead of XP.
- Large(er) scale encounters - in some cases you can field and control 3 squads at once with 6 pirates in each.
The bad
- Combat system. It is fun, but very unbalanced and easily exploitable, with some pretty strange decisions.
For example, characters can use 1 action point to move and "interact".
This "interaction" includes knocking an enemy down or stomping the prone. But you can not move and attack.
Why you can approach and crush an enemy's throat with your heel, but can not knock out his teeth with your fist - it is a mystery.
You might as well ask why characters in D&D have no backside, but once flanked every side they have is now backside.
The best pirate's weapon is a barrel.
There's no defense against it. It ignores armor, knocks any character prone, renders unconscious and deals a lot of damage.
And the best part - you can roll it any direction, not just in the "naturally possible".
If there's a barrel on the field, the battle turns into a bowling alley.
- Character progression.
Characters have Proficiency Die, Class Skill, 3 Stats and 4 Cards (Flint himself has 8 cards. Because reasons.).
The stats are - Str, Dex and Con. The first governs melee damage, the second - move and shot distance, the last - HP.
The Cards determine the base Stats and provide additional bonuses. They are given randomly to all but the few iconic characters.
There are only 3 levels, and on level up you can improve 1 at first, then 2 and at max level 3 elements.
Leveling up the Profficience Die is the most efficient thing, but there's a limit on how many times you can improve it.
The only difference between classes in their "Class Skill", usable once per battle, so a Cook and Swashbuckler have no differences in martial prowess.
- Exploration
In short - there is no exploration. Locations are small and linear.
To make it worse, the game constantly blocks your way back without any warnings. Without manual saves it is mildly annoying.
The best part is early in Chapter 2 when you can move around town recruiting your crew. The exploration goes downhill after that.
- Itemization
The lack of exploration would suck even more if the itemization was better.
But it's not good either, so it's not a big loss.
There are consumables - boosting each stat for a couple of rounds; and gear that includes a variety of weapons and armor.
Armor gives a penalty to one of the stats, but completely negates 3 attacks. The best armor reduces 2 stats at once, but blocks 6 attacks.
The weapons are limited in number and most of the good ones are impossible to miss.
A shoutout to THAC0, the better the weapon, the lower its to-hit bonus. Negative numbers are the best.
Most of the time exploration gives you consumables and 90% of them are "luck dice" that allow you to re-roll an attack.
I was not stingy with them and still in the final encounter I had about 20 of those.
- Story. It begins pretty good, but before long it starts making passes at mysticism (the cursed pirate curse, I guess) and loses all sense of coherence by the end.
Lots of questions, even plot-defining ones, are left without answers.
- The game is pretty short, so there's no sense of bonding with your companions, except, perhaps, for Billy Bones.
- There is no C&C. A few of the choices you can make (like 3 or 4 in the whole game) are pretty meaningless.
The ugly
- Combat system. Have I mentioned it before? Some parts make no sense.
- Interface and "tutorial screens" are klunkier and more confusing than they should have been.
- You can rotate the camera in battle, but you can not do that during exploration.
With all that said, I enjoyed the game. Might be a decent option to grab on a sale.