Regarding performance, however, it’s a bit tricky. I have yet to encounter any crashes or freezes and for the most part, everything works as intended. Indiegala had done well making a pretty stable game. But going back and forth between areas across the region just isn’t fun in its current state. If the world were a bit more compact where it mattered (like in unnecessarily-large fields) or if there were more to explore/more threats to fight or avoid, I wouldn’t nearly have as big an issue with it. There’s little to do between points/buildings with actual objectives to them. That said, it seems like there isn’t much of a reason to have made Die Young an open-world game. Fortunately, the world feels a bit more compact after passing through the Bull gate, making the world feel a bit less empty. Should you choose the latter option, they don’t seem to respawn, making your travels that much duller. You’ll be met with a few hostiles trying to go from one point to another, but they can either be easily avoided or killed. Within the first area, you’ll have several points of interest that you can explore scattered about, yet they’re few and far between and, for the most part, running between them is quite uneventful. Unfortunately, life doesn’t necessarily equate to an engaging world. From the warm, arid tones combined with the wide variety of flora and fauna that you’ll encounter all around the island, it’s clear that there was a lot of effort put into making this game feel alive. The island itself is beautifully crafted. Your hydration meter depletes as time goes on, but it does so at such a slow pace (on the lower difficulty) with an absolute abundance of food and water to quench your thirst. Within the survival aspects, you’ll need to manage your health and your hydration, the latter of which is quite trivial to maintain. However, managing your crafting resources is crucial, as you can only carry a very small amount of each resource. While you’ll be able to scrounge around for stuff like tools, food, and healing supplies, you’re also given ample chances to create almost everything you could ever need. The final and probably most important component of Die Young is its survival/crafting systems. There is barely any incentive to initiate combat, which feels like such a waste of a good system, especially later on as you acquire the crossbow. Unfortunately, it’s quite easy to simply bypass fights by either running away or sneaking around them. The combat system requires you to take your time with your enemy and analyze and work around their attack patterns. When you aren’t dealing with people at a distance with a crossbow, you’ll be up close and personal trying to fend the enemy off with an assortment of weapons. The combat in Die Young is woefully understated and incredibly fun. Once you find either of these, it will be marked on your map, as well as sources for both fuel and water, making it easier to plan a trip on foot. Firepits allow you to both save and quicksave as well as cook any raw meat you happen to have on hand, and there are hidden safe spots located in several regions that allow you to fast travel to other safe spots, rest for the night, and even stow away important items or collectibles. Saving and Fast Traveling exist in the form of findable locations. When in the open world and avoiding enemies, your feet and your quick-thinking are what you’ll be needing to outrun and outmaneuver your aggressors. When in the explorable points of interest, you’ll be doing a lot of climbing and platforming, whether you’re scaling mountains to dizzying heights or figuring your way around an old, crumbling building. There are different upgrades for your character strewn about the map, from extra pieces of equipment to backpacks to increase your inventory size.ĭie Young has a very intuitive and engaging parkour system. While it’s not hard to go from start to finish, taking your time to explore can be very beneficial. Exploring around, you’ll come across a few points of interest, be they abandoned buildings or elaborate, maze-like zones. You have no direction, aside from a note beckoning you towards a tower up north, though you’re free to roam around as you see fit. You’re thrust upon a wide-open world with nothing more than a map, a compass, and the clothes on your back.
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