Thea the awakening12/31/2022 ![]() That said, if you were to take away the card-based combat sections, and look at each of the different ideas individually, then you’d see that Thea works rather well. ![]() With card-based combat, Civilization-like 4X gameplay and point and click style dialogue options, it’s hard to know just what it is the guys over at MuHa Games wanted to create. This is quite possibly down the fact that it isn’t exactly clear what type of game Thea is trying to be. There is an overall goal to achieve in order to win the game, but even achieving the goals doesn’t really bring the game alive. The entirety of Thea: The Awakening feels like a build-up to something bigger and better, but fails to get past anything more than mini-stories and the gathering of resources. Unfortunately, an issue I found with the game is that whilst it isn’t exactly bad, there are never really any moments that feel truly enjoyable. ![]() Fortunately, the village itself is rather self-sustaining, meaning other than upgrading and crafting, there isn’t really much that needs to be done to maintain it – leaving you to focus on the expedition groups you decide to send out. Ultimately they will give you a better chance of surviving to the end, and tools to bring more food to your people. Many are worth having, with bigger and better buildings being unlocked, which can bring in new villagers to join your cause. It’s also worth mentioning that pretty much every interaction in the game ends up sending XP your way – something which is then used on a web-like upgrade tree that is split between Gathering, Crafting and Construction perks. Fortunately, there is an auto-resolve option that works quite well for those wanting to skip past the needless mini-game, to instead ensure you can continue on with your exploration. There will be some people who claim to enjoy such a thing in games, but the combat system in Thea: The Awakening is certainly not one to applaud. The combat system, whilst trying to pull the best features of other popular card combat games, is nothing more than a repetitive, wholly luck based, boring experience that would have been better off being left out of the game altogether. For me though, this is one thing I found myself trying to avoid at all costs. There is a way to try and beat this from happening, as each combat situation puts players into a card battle, that if won, will beat any aggressive foes, leaving only loot to be had. Unfortunately, these can also be places in which the game can turn quickly on its head, should you have only limited resources and end up with villagers dying due to being attacked. Many of these come down to luck, with players having a chance of coming away with injured villagers, new items or story opportunities. These come in the form of dialogue choices as players explore the lan d and meet new characters. Throughout the game, players will come across many random, non-linear story quests. Sending villagers out can be a dangerous task however. The village itself meanwhile produces weapons, tools, armour and many other things, that can be sent to aid wandering expeditions. The latter of these are groups that ca n be sent out to explore the fog covered lands of Thea to search for much needed resources, with new finds then able to be swapped back and forth to your village. This is done by crafting, foraging, fighting and negotiating, as well as utilising clever management over your people – making the most of your survivors and sending out expeditions. You are a God, a weakened deity whose job is to guide a small group of villagers to survival. In the time since the darkness has been covering the land, civilisation as we know it has been destroyed and the world has been overrun by creatures from Slavic mythology that have grown stronger with the darkness. The story begins with the fantasy world of Thea beginning to awaken from a long magical apocalyptic darkness.
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