As survival games gain popularity, the market may become oversupplied with survival games that lack distinctiveness, such as Enshourded. Aska seems to be attempting to break the norm, however. Let's check with our Aska early impression evaluation to determine whether that is the case.
More than what first appears
I'm not sure how I feel about survival-based games. On the one hand, I like playing games like Palworld, where I make stuff and then assign all the work to my friends. Conversely, I detest the genre since, at the beginning, games like Valheim overwhelm me with their lack of direction and plenty of freedom, and if there's just one player, it might take a while to get going. In the peculiar instance of Aska, it's something of both, but in balance. You will have to work hard, particularly in the early going, but things usually become simpler as you gain more villagers.
In my early impression review, I want to start by emphasizing that Aska's survival tag is simply that—a tag. Yes, you will initially be surviving, gathering supplies, obtaining food and water, and guarding yourself, but things will eventually change. After you capture your first villager, the game gradually moves away from that type of play. It starts to focus more on creating a community that can support itself than on survival, which I found appealing. My new employee can now take care of my village's food department by foraging about instead of my going out to get food.
Having an NPC do the menial process of resource discovery makes things simpler. The same may be said of Aska if you recall how drastically the game changed in Palworld after you had the Pals doing everything. But there's much more to this mechanism. Later, more on it.
Construct from the ground up
There isn't much guidance given to you when you first start the game. That seems a little overwhelming at first. But as soon as I started gathering the necessities, like flax and sticks, followed by a bonfire, everything started to come together organically. Aska eventually provides you instructions and tips that you may follow, but I choose not to.
Rather, I started building water collectors, shelters, and other necessities to make the difficult early stages of survival simpler. You can see that the construction feature is beginning to make sense, even with the minimal items you first produce. One of Aska's unique features is that the learning curve progressively lowers until you are able to pinpoint precisely what you desire.
What feels satisfying is the natural development of seeing your foundation transform into something different in a matter of days. I destroy certain buildings whenever I get a new item to build, like a worker's pit, so that the worker's pit may construct stronger and better structures. You've accessed something in the construction menu, therefore you'll be clearing a ton of land to make room for more folks. Using the Z key on your keyboard may save your life. It displays every resource within a somewhat big radius. It will be quite simple to locate the things you need if you hit that each time you enter a new region. Thus, bid adieu to grinding!
The ability to assign a role to a villager is the nicest element of this tool. For instance, you might utilize your wood man to locate and collect anything connected to wood. Additionally, you may use the resources you require to designate regions close to your base, then have the villagers harvest in those areas. Because there are already individuals working in the background, your workload should be reduced in half as a result. As a result, you may concentrate on other things, like trying to establish a sister base nearby. There are many alternatives.
Locals construct dwellings
As previously noted, Aska incorporates several elements from Palworld, such as having Pals do all of the labor. You draw villagers by making the Eye of Odin, as opposed to capturing them in Palworld. About five Jotun Blood stones, which are found on the ground or in certain stone clusters, are required for this building. After that, you make the necessary payment into the Eye of Odin. You may choose between two villages once that is finished.
They all have their own characteristics and ways of acting. There's a villager I know who hunts well and does well in the summer. They do not, however, like the cold as much. This is a simple repair; all I'll need is a campfire to get things going. Keeping the food coming is thus my first concern. My folks may search for food, and I can continue to develop. This facilitates the other villagers' ability to eat if necessary. I may thus have my villager go berry hunting or looking for berries, exactly as in Palworld, where I would send a Pal to find Polymer. Making a productive cycle that you can break free from is the main goal.
Allowing you to set timetables for the villagers is another way Sand Sailor Studios expanded their town dynamics. I thought this approach was intriguing since I haven't played many survival games that allow you to change such minute things. My people slept for eight hours once I completed everything in balance, and they worked a 9 to 5 shift every day. I allowed them a few hours of idle time after ensuring their health and productivity were at their highest levels. This is necessary since you must determine whether or not your people are content. It's a useful tool for assessing employee well-being and overwork. This factor has a significant impact on how quickly you construct your foundation. Your community will grow quicker the happy and healthier they are.
Crafting your mythology
Sand Sailor Studio imageAska is going to have a prosperous future. In my opinion, it has a similar allure to Palworld in that the player does not have to do as much effort to make things function. It may be nice to be able to delegate all of the grinding to your people.
My only complaint is that Aska does not seem to stand out from the others. All I want is for gamers to get right in and discover there's a lot more to this game than simply surviving. The majority of the game's content is found in Aska's base management tools, which are not to be disregarded. Aska will endure, in my opinion, once users realize how dynamic and immersive controlling and maintaining your base is.
It's difficult to give Aska a firm figure at the beginning since there's a lot more activity. But if I had to rate it, I'd say 8 out of 10. The thinking behind this is that Aska provides something unique by making it accessible because of the previously stated learning curve. However, the game may not stand out if you take it at face value. This may cause a lot of gamers to ignore it. It is my goal that gamers will persevere with Aska and discover the distinctive features of this survival game. That will make the game more unique than others.
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