A Valley Without Wind 2 une una gigantesca aventura de plataformas junto a un absorbente juego de estrategia por turnos, todo ello dentro de un mundo rebosante de vida, lleno de peligros y sorpresas.Una completa reinvención que toma las mejores ideas del primer juego y las lleva al siguiente nivel.
Análisis de usuarios: Variados (171 análisis) - El 49% de los 171 análisis de los usuarios sobre este juego son positivos.
Fecha de lanzamiento: 18 feb. 2013

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Acerca de este juego

A Valley Without Wind 2 une una gigantesca aventura de plataformas junto a un absorbente juego de estrategia por turnos, todo ello dentro de un mundo rebosante de vida, lleno de peligros y sorpresas.
Una completa reinvención que toma las mejores ideas del primer juego y las lleva al siguiente nivel. Esta vez, juegas como un mago que se ha infiltrado en el círculo interno del Señor del mal Demonaica, para hacerte con el poder de la inmortalidad que usa para aterrorizar las tierras. Ahora que tu también tienes este poder, es hora de encabezar un levantamiento y tratar de devolver la condición de mortales a Demonaica y sus esbirros, para así deshacerse de ellos para siempre.
Explora para robar el poder a Demonaica y muchos otros demonios desperdigados por el mundo. Envía a los miembros de la resistencia a ocuparse de diversas tareas como asediar, recolectar, reclutar y construir. Evita a Demonaica, ya que aterrorizará a tus tropas mientras no estés preparado para acabar con él. Tu inmortalidad te llegó con un gran coste personal, pero te hace la única y última esperanza para salvar al mundo del mal definitivo.

Características principales:

  • Plataformas y estrategia por turnos unidos:

    Alterna entre tu propia aventura y el progreso de la resistencia a tu cargo.

  • Gráficos enormemente mejorados:

    Gráficos completamente rehechos y actualizados.

  • Combate más táctico:

    Las físicas y el estilo de movimiento de los ataques también han sido rehechos. Los hechizos ahora tienen masa y se pueden bloquear unos con otros, lo que da lugar a situaciones tácticas interesantes en los segmentos de plataformas.

  • Actualizaciones nuevas y constantes:

    ¡Sé parte de una comunidad activa que está totalmente involucrada en dar forma al juego hasta su lanzamiento! Comenta y participa en discusiones tanto con desarrolladores como con jugadores.

  • Mundo generado aleatoriamente:

    La meta final puede ser la misma, pero el cómo lo logras cambiará enormemente cada vez que juegues.

  • Multijugador cooperativo:

    Tráete tantos amigos como quieras en tu viaje, dependiendo de la velocidad de tu conexión. De 2 a 8 jugadores es lo recomendado en la mayoría de conexiones por Internet, muchos más en LAN.

Requisitos del sistema

Windows
Mac OS X
SteamOS + Linux
    Minimum:
    • OS:Windows XP SP2 or later
    • Processor:1.6Ghz CPU
    • Memory:2 GB RAM
    • Graphics:1024x768 or greater desktop screen resolution
    • Hard Drive:1 GB HD space
    Minimum:
    • OS:Leopard 10.5 or later
    • Processor:1.6Ghz Intel CPU
    • Memory:2 GB RAM
    • Graphics:1024x768 or greater desktop screen resolution
    • Hard Drive:1 GB HD space
    Minimum:
    • OS:Ubuntu 10.10 or later, although other unsupported distros may very well work
    • Processor:1.6Ghz Intel CPU
    • Memory:2 GB RAM
    • Graphics:1024x768 or greater desktop screen resolution
    • Hard Drive:1 GB HD space
Análisis útiles de usuarios
A 14 de 14 personas (100%) les ha sido útil este análisis
74.7 h registradas
Publicado el 31 de enero
A Valley Without Wind 2 is nothing like A Valley Without Wind 1. So many of the things that made me eventually love Valley 1 — it takes a while to wrap your head around that game, and you might give up before you realize you love it — are missing in this overhaul, which has just been released as a separate executable available for free to owners of Valley 1. Valley 2 has no crafting, no collectibles, no inventory, no spell customization, no fancy traversal gimmicks, no dungeon exploration, no grinding. It is basically missing 90% of the gameplay that dragged me into Valley 1. The sorts of moments I detailed here are entirely gone. Even the music is different. The original game’s 8-bit retro ditty has been replaced with a Japanese pop song, but in English. So what Valley 1 fan is going to want anything to do with Valley 2?

A Valley Without Wind 2 is a streamlined side-scrolling action platformer embedded in a turn-based territory control boardgame about trying to contain a rampaging demon and mostly failing. There. That’s the basic pitch. The action platformer bits are mostly about moving to the far side of the level. Your goal isn’t necessarily to kill the various hopping, crawling, flying monsters; it’s to stay alive while getting past them. As you play the action platformer level for any given tile, you spread your control of the map. Map control lets you earn more resources by moving pieces around the board representing your band of resistance fighters. They gather resources, knock down obstacles, take on minor monsters, and power special superbuildings.

But Valley 2 has a brutal clock mechanism that crawls out of the center of the map. Imagine an invulnerable — or is she? — demon running around the board, trashing your buildings, casting total ♥♥♥♥ spells that render swathes of territory uninhabitable, murdering your dudes, and scattering the survivors like terrified sheep. You have to stop this demon by getting super powerful, which is going to take about as long as a JRPG, give or take ten hours. Until then, the demon is going to mess stuff up and you can do precious little about it. Some power fantasy.

Like Valley 1, Valley 2 can be awkward on the overworld. Arcen Games comes up with brilliant ideas that often stretch beyond their interfaces. Despite the basic boardgame mechanics, there is almost no boardgame elegance here. But the basics of exploring the world and keeping your survivors alive are a fantastic hook, and I can’t think of many games that offer this basic experience. This is no city builder. This isn’t about reconstruction. This is a survival horror strategy game about refugees trying to survive a cataclysm in progress, a cataclysm that chases them around the map and often drives them into fatal corners or flushes them down economic death spirals. Choose your difficulty level wisely.

The actual sidescrolling action is superlative, perfectly suited to a gamepad controller and featuring more colorful and elaborate artwork since Valley 1. I thought Valley 1 was weirdly gorgeous as it was, but Valley 2’s graphics overhaul makes it more conventionally gorgeous. The more significant change is Valley 2’s new sense of focus in place of Valley 1’s wide-open spell choice and customization. Now you must choose a pre-set class. Each class has four attacks, varied by power, range, how they’re aimed, whether they use ammo, and so forth. Attacks also vary by “caliber”, which determines which attacks punch through which other attacks. If you really want to finesse the gameplay, caliber is an important consideration for playing defensively. You’ll want to build up a concentration bonus by not taking damage, so driving back enemy attacks with a higher caliber is an important part of avoiding damage, particularly in the confines of underground areas.

The classes are imaginative and no one names a character class like Arcen Games. Who needs paladins and barbarians when you have featherologists, ashists, lumbermancers, and entropicists? But there are so many that I’ll never use most of them, even though they’re randomly doled out five at a time as you progress through a game. I wish Arcen had focused on fewer classes, and therefore made each one more important. As it is now, once you go up a few tiers, it’s like a racing game where you have a garage full of cars but no reason to use any beyond your two or three favorites. But those two or three favorites sure are sweet. Why would I ever not use my sleetlock with his freeze flamethrower and fancy magnetic ice?

Valley 2 is a long game with some pleasant surprises waiting on the map and even in the narrative. Unfortunately, for a game that seems so perfect for replaying, there’s no persistence. When you win or lose, you simply win or lose. As it is now, Valley 2 is like playing through a long RPG with randomized elements that you can play again if you want. Which would be fine if it wasn’t the strategy game that it is.

It’s a minor miracle that Arcen Games could revise Valley Without Wind 1 so completely without simply upgrading it, that they have instead made a completely separate game that plays so differently and creates a unique type of experience based on getting your ♥♥♥ kicked.
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A 3 de 3 personas (100%) les ha sido útil este análisis
62.7 h registradas
Publicado el 19 de febrero de 2013
Mezcla entre estrategia por turnos y Castlevania modernos (Metroidvanias), cosa que no se ha visto desde juegos como ActRaiser de Super Nintendo, muy fresco en este sentido.

Consiste en que eres un lider de una resistencia que debe derrocar a un ser malvado. Por un lado, la zona estratégica, sucede en un continente, donde por turnos tienes que construir, recolectar recursos, reclutar supervivientes y combatir amenazas mientras cumples una serie de objetivos. Por el otro, al entrar en una región es cuando el juego pasa a ser un plataformas, donde requiere agilidad dedil.

50 clases divididas en 5 tiers, 120 monstruos, mundos procedurales (que no aleatorios), música y ambiente geniales yyy no se, tienes un multiplayer cooperativo para salir adelante.

Hay demo!
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A 0 de 3 personas (0%) les ha sido útil este análisis
0.3 h registradas
Publicado el 6 de septiembre de 2013
¡Este juego es una ♥♥♥♥♥♥aaa!
aparte de tener unos graficos como el hoyo,
la jugabilidad es ¡asquerosaaaa!

No lo recomiendo para nada mijitluus
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A 1 de 6 personas (17%) les ha sido útil este análisis
2 personas han encontrado divertido este análisis
2.0 h registradas
Publicado el 24 de julio de 2014
Te gustaría conseguir mas de 100 logros facilmente?Pues este es tu juego, poras fardar de conseguir muchisimos logros en poco tiempo.
Es un juego bastante repetitivo en niveles y ataques, consigues infinidad de equipo que se equipa solo y ni se nota sus mejoras, en definitiva logros gratis entrar a una casita abrir 3 cofres y sacarte 12 logros del tirón.
Gracias a Valley por hacerme ver que siguen haciendo juegos por hacer algo en su tiempo libre.
Por cierto lo consegui gratis y es por lo que lo recomiendo :D
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A 52 de 61 personas (85%) les ha sido útil este análisis
9 personas han encontrado divertido este análisis
0.3 h registradas
Publicado el 18 de marzo de 2015
Hoo boy.

The original A Valley Without Wind struck me as about the quality of a particularly impressive bit of shareware in the late 90s: horribly dated by modern standards and without 1980s retro charm (though maybe that just means it came a decade early), but at the very least technically competent. Animations were smooth (though obviously based on some simple figure rendering program like Poser), the control scheme worked, the story didn't make much sense but a lot of 90s shareware didn't so I could at least poke around with it and be vaguely amused.

You will note that I only have 19 minutes on record with A Valley Without Wind 2.

I'm going to hold off on explaining why for just a moment. This sequel--if it can really be called that, since the whole AVWW "broken reality" thing never made much narrative sense to begin with, and apparently intentionally so--has you running a rebellion against a big bad. Unlike the original AVWW, where you had followers who you would make go away for so many minutes to go gather firewood or whatever while you ran around the infinitely side-scrolling (well, infinitely transitioning, at least) map, this actually has a strategic map for you to tell your followers to go to places and do things and fight baddies. It's a nice touch, adding some level of strategic force movement rather than simply "Bob has a 57% chance of getting a carrot with a 99% risk of dying because Bob is a loser."

Well, I lie. It would've been a nice touch. If it worked.

If anything worked.

If AVWW has the quality of decent 90s shareware, AVWW2 has the quality of bad 90s shareware, the kind that I have spent a good decade and a half trying to forget that I grew up on. The characters have gone from smoothly-animated pre-rendered 3D geometry sprites to poorly MS Paint'd cartoons that move as though they're suffing grand mal seizures. In AVWW, everything was made of pre-rendered sprites so it all fit together visually. Random elements in AVWW2 are pre-rendered, some are drawn, others are painted, and they're all mashed together in incoherent tilesets so it's actually extremely distracting. The control system went from a simple but effective "keyboard to move, mouse to aim" system in AVWW to a clunky and incoherent keyboard-only system. For a comparative example, let's say you want to shoot your magical ball-o'-death at some critter at an angle: AVWW, point and click. AVWW2, hold the right and up and fire keys at the same time and pray to whatever gods you have that you timed that perfect 45° angle shot just right because 45° angles are all you're going to be doing and also if you don't do the fire button at the right time then you're just going to jerkily leap your character up and into the target in a valiant but utterly stupid attempt to smash the enemy with her face. That's how Archon worked back in the late 80s. It's as though the AVWW2 was coded for a particularly archaic D-pad setup. Everything about it is completely retrograde from the original.

It's completely unforgivable, since these people were able to make something competent, if not particularly impressive before. However, it's also unimaginably hilarious. It is so bad you just have to stop and laugh at everything.

And then just stop, since there's absolutely no point to go on any further with it.

There's certainly no point in actually spending money on the experience.
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