In Thea: The Awakening, the Polish studio MuHa www.y8games.center Games showed an interesting mix of genres: a step-by-step 4X strategy, a survival game with feeding the charges and collecting resources, card battles, text quest, and RPG. And all this - in the world of Slavic mythology, with Perun, Svarog, women-yags, wood goblins and house-dwellers.
We chose one of the Slavic pagan deities and got into control a tiny village, trying to make it survive in the middle of the apocalypse - the World Tree burned down, and around it absorbs Darkness. To do this, it was necessary not only to equip the village, but also to equip expeditions in search of resources, food, fuel for heating and various adventures.
The detachment of mortals we chose moved step by step on the map and constantly got into trouble. After all, random events were generated at every step - then you need to arrange a meeting with a mermaid for the gnome-smith, or disenchant the princess, and chat with the woman-yaga. Situations could be solved not only by force, but also by words. Therefore, in the detachment always had to keep inborn diplomats. Well and, of course, where without healers, wise men, experts in resource gathering and crafting.
Each ward on the expedition had his own characteristics and talents in some area, all of them in the adventures of the mother, were pumped, acquired more and more tough equipment. And children, by the way, too - they grew up with us, grew up and then became full members of the community.
Both combat and peaceful trials were designed as a collectible (well, almost) card game, where we first placed cards of our players for points, used certain effects and auras, and then watched them fight in the combat phase, trying to reduce the health of opponents to zero.
In Thea 2: The Shattering, the basics of gameplay remain the same. We move our squad around the global map in a step-by-step mode - both enemies and neutral groups simultaneously walk. The entire map is a rugged terrain on which settlements of different factions are located, forests, fields, rivers, resources, animals, mountains with ore, and so on.
You can stop at any time, set up camp by the fire, in order to send someone to collect meat, mushrooms, herbs, and charge someone to prepare dishes. Others will make useful items that improve the characteristics of the characters (for example, tools for collecting resources or the same craft), take up useful research, or dig up an artifact that has appeared nearby - everything will come in handy at the farm.
With each turn, the amount of food and fuel decreases (everything is spent on halts), so you should always take care that you have plenty of meat, firewood and coal. In cities and villages, you can trade, heal and sit down in taverns, where they are allowed to drink (fear the consequences), play cards (or rather, lose!) Or hire someone new to the squad.
Periodically there are changing weather conditions and even seasons - this also gives different effects for your party.
There are also unpretentious tasks for clearing the lair of any beast or the destruction of bandits. Fulfilling them, we improve the reputation of a particular faction, which primarily has a positive effect on the prices of merchants. And attacking the representatives of this group (even if they just wander around the map and do not touch anyone), respectively, worsen it.
For all the successes, “expo” is issued (our charges are automatically pumped for it) and research points, which ultimately add up to the so-called advancement points - for them we open new crafting recipes and unlock new materials of varying degrees of steepness that the charges can collect.
Card tests and the children found in the cabbage, who then grow up and ask us to make a choice, whether they become a collector, a warrior, a healer or someone else, have not gone anywhere. And random events, of course, also on the spot.
There is always something going on here - and all the adventures are colored with devilry and humor. Fun brownies; talking cats; the gnome-smith who is still familiar with the first part, who now asks to find his daughters who had run away from the connection with the mermaid; about? klyaty princes, who immediately after the disenchantment fearfully declare that they will not kiss anyone from our company; demons offering to participate in a kind of card tournament; the toads from whom the swamp was stolen; children raised by a spiderman - in Thea 2 you seem to be in a fairy tale told by a drunken bard in a tavern.
But in this tale, all decisions have consequences. Each random event is such a mini text quest in which the skills of the wards (strength, wisdom, intellect, perception, etc.) are tested and different scenarios are proposed. For example, some soaked goblins asked you to warm up in your camp - take a chance, warm up, tell them a bike, and perhaps get a good bonus to the characteristics or a valuable item. Or maybe, on the contrary, you will earn a poisoning. Or, for example, you meet a girl in the forest, who asks to avenge the death of her family, and then it turns out that she is a spider - and you have to decide to take the side of the traders who, because of the valuable web, doomed to death a whole spider brood, or support the unfortunate insect. Awards, respectively, will be different.
You decide to fight, try to convince someone, or, for example, remove the curse - in each case pass various tests. In combat, health and strength are tested, in mental strength, intelligence, wisdom and faith (if defeated, the wards will become discouraged and may even leave the squad), in mystic duels, the characteristics of mysticism and fate play a decisive role. Therefore, in different card tests on the first roles there will be different characters, strong in a certain area.
In Thea 2: The Shattering , it is not at all necessary to rebuild your own settlement. Of course, you can establish a village at any time and in any place - however, you first need to make an idol, and the steeper the materials for it, the better the bonuses to the development of the settlement. This is quite convenient - there will immediately appear a goblin who can be used both to protect the village and on expeditions. The settlement is perfect both as a warehouse and as a source of food, but its main task is to generate research glasses with the help of special buildings.
But at the same time no one bothers to focus exclusively on the expedition and its adventures on the global map. Moreover, the cosmic seed, which we won in the final of the first part and we receive from our patron at the start of the second, can be reforged into a powerful ring for yourself. And such a selfish hero, along with his companions and house-mates, may well go through the whole plot. The benefit of crafting is now allowed not only in his settlement, but also during the halt in the camp.
In addition, in the sequel, we do not play for God, but for the person he chooses. That is, at the start you need to choose one of the deities as your patron and get bonuses and penalties for it. For example, each follower of Svarog is given a 20% crafting bonus, but his collecting skills are reduced by 10%. And Stribog as a gift gives +2 to speed when moving through the water. In addition, each of the pantheon has its own domains (harmony, light, magic, intelligence, and so on) - this also affects the passage and card tests.
Naturally, almost immediately our hero all sorts of demons, talking crows and other offspring Perun begin to seduce the opportunity to betray their god and try to go their own way, to reveal, so to speak, personal potential and use it to the fullest. How to act and what to answer - we decide for ourselves. Naturally, in such a situation, it is really interesting to follow the development of history.
Well, in general, the sequel will turn out better than the original - more likeable (and what a truly Slavic chanting music here!), Fascinating, balanced. Crafting with the separation of materials according to the degree of steepness and the appearance of essences became useful, and the outcome of card tests now depends less on chance and more on the player’s skill and tactics. Now it is possible to design what items of what materials will be made, children have now become full members of the community - they participate in the collection of resources, in craft, in research and even in battle. Interesting and important details were added, such as the dependence of the effectiveness of the item on the person who uses it.
Also in The Shatteringthere were multiplayer and cooperative, as well as an event editor. True, while the second part is lagging the first in terms of content filling, but this, of course, is corrected by the release of add-ons.
Awarded Various Worldwide Patents: