But, it also removes much of the challenge and tension from the game’s dogfights, so it’s a bit of a lose-lose situation. You can knock the difficulty down to easy at any time, and that causes your falcon’s health to regenerate at a much faster pace. I often found myself making it through the first few steps of a mission, then quickly having my hopes dashed as I messed up in the final bit. More than once, I died by accidentally glancing off an enemy aircraft, and lost 15 minutes of progress as a result. But, on the default difficulty setting, your falcon is fragile and battles can go sideways really quickly. Missions are often lengthy, multi-step affairs, which task you with piloting your falcon across great swaths of Ursee. First, and most fixable, its checkpointing system is decidedly old school. The capricious unfairness of the decision and the genuine outrage with which your wingman replies to the slight help sell the emotional stakes of the political machinations the game’s story is built on.īut, The Falconeer has a few big issues that made uncovering its story more of a chore than it should have been. After your Falconeer, representing the mining island of Dunkle, runs into pirates while on the way to make a delivery to a nearby island, the island’s representative blames Dunkle for the attack and refuses to do business with you going forward. I was especially impressed by how well one moment in the early game landed. The gravity-defying wound causes a dip in the water, but is not filled with water itself dry and haunted, instead, by gravel and dead trees.įrom a story perspective, The Falconeer is just as intriguing, with secret betrayals and outrageous backstabs among the Ursee’s key players. Most memorable, though, is The Maw, a mysterious trench that runs across half the length of the Ursee. Or the Saladmounts, the wealthy family that has made a fortune on lumber, hewn from the massive mushrooms that bloom in places across the sea. Cleftspire, for example, the home of the illustrious House Mercier and its iron mines, is being consumed from within as Mercier’s naval demands eat away at its iron and shrink the island to a fraction of its former self. The islands that dot the water are populated by cities, each with its own culture which is fleshed out with some surprisingly great lore. The Falconeer’s world is almost entirely covered in water, and missions often find you flying over long stretches of it, traveling from your home to a neighboring island and getting in scraps with pirates or rival factions along the way.
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