Mixed or average reviews - based on 12 Critics What's this?

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Mixed or average reviews- based on 57 Ratings

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  • Summary: AVWW is a complete departure from what Arcen has previously developed in terms of genre. Set in a post-ice-age world in the distant future, the game focuses on survival and exploration.
Score distribution:
  1. Positive: 0 out of 12
  2. Negative: 2 out of 12
  1. May 8, 2012
    A Valley Without Wind is made for digital explorers with huge worlds full of secrets. But if you choose a peculiar graphic style you have to work on details and Arcen Games forgot that rule.
  2. Apr 27, 2012
    The focused free-roaming through procedurally generated realms (now there's a sentence for people unfamiliar with videogame terminology) is a very successful formula for drawing the player into the title, and I've found myself being lured back to the game a fair bit in my spare moments.
  3. Jul 17, 2012
    Valley lacked any redeeming fun factor to make up for the time I spent playing the game. While the game offers plenty of opportunity to explore a wide world, there is no real story that explains where you are going or where you are.
  4. May 5, 2012
    Lots of content with little depth saps much of the enjoyment out of A Valley Without Wind.
  5. May 5, 2012
    The appeal of its randomly generated settings wears off quickly, the procedural level generation voids much sense of having an impact on the world, and the absence of any kind of compelling story or brilliantly designed levels eventually renders exploration a slog.
  6. May 30, 2012
    Don't hope to be blown away. Little stirs in this valley. [June 2012, p.56]
  7. Jun 19, 2012
    A hideous collage of unconsidered platforming and vapid combat in a procedural world bleached of meaning. [Aug 2012, p.70]

See all 12 Critic Reviews

Score distribution:
  1. Positive: 11 out of 21
  2. Negative: 8 out of 21
  1. Aug 28, 2012
    This game is way too underrated. Many people start off complaining about the graphics, but it really hits a nostalgia spot in my heart. It reminds me of those old 90s games that tried to make really hi resolution, realistic graphics that ended up looking just out of place. But that was what made it cool. It made the environment really noticeable, and better yet, UNPREDICTABLE. prediction in a game is what makes a gamer lose interest. If the gamer knows what happens before it happens, then it's no fun. Next, we have the world. I would go far as to say it's too big. yes, i know it is endless, but the depth that each part of this endless world goes is nearly disturbing. sometimes i quit playing purely because there is so much exploring, it gets overwhelming, as well as this game can make you feel lonely, so be sure you bring a friend. as far as what you can make, do, and accomplish in this world, don't think about it, because it will make you light headed. but this game, it's absolutely incredible. Expand
  2. Apr 30, 2012
    The game brings back a ton of good memories of old platformers, then blows them all away with the depth of a strategy/rpg. The terrain is a mix of procedurally generated and user/dev created rooms which leads to an endless variety of situations. You can choose to go dungeon diving for treasure staches, fight dozens of types of monsters on the way, complete missions, and build up your settlement.
    Multiplayer is also supported, so you can do all of these things with a group of friends which allows you to take greater advantage of specialization/customization of spells and enchant bonuses. Multiplayer has a great mechanic for helping players catch up to the current game progress even if the continent has been advanced to the higher levels.
    All in all, this is a great game that is well worth the price. The amount of enjoyment out of playing this game will only increase over time since these developers are well know for adding beta updates on a weekly or even more frequent basis (with occasional "stable" updates through steam if you choose to not download the beta updates in game). The devs are very active on the forums and really respond to community feedback.
    Between the depth of game already available, and the future content that will be added by the devs, this game is a great purchase that gets better the more you play.
  3. Jul 17, 2012
    Your first time in AVWW is like playing a MMO for the first time except their is no n00b chat to lead you in the right direction. Sure there are signs in-game that tell you things you need to know, but the game is so foreign in design that the general hints will probably still have you scratching your head. It did for me anyways. I know what you're thinking, "So far this doesn't sound like a review worthy of 9/10.' Well my fellow gamer you are so wrong.

    To start off let me say that I am reviewing this game as of version 1.2. From what I can tell a lot has changed since it's initial release less than 3 months ago and I am glad I waited to purchase it. I won't go into the changes just how the game is now. The overall platforming has a retro feel, but still very fluid and easy to navigate. Your character responds to the slightest of key presses and can change direction in air. That is a good thing as you will find yourself jumping and dodging a lot.

    Combat is... very confusing at first. You have a spell bar 1-9 that constitutes all your attacks you can use. The 1 slot is bound to Mouse 1 and the 2 slot is Mouse 2. The other spells must be cast via the number bar. Mana is regenerated automatically and very quickly, however if you spam a spell or try to use a spell too powerful for your character you can find yourself in a tricky situation. Each and every spell has an elemental attribute which works well or not for certain monsters. The way you can tell what a monster's weakness and resistance is, is by pausing the game and mousing over the monster in question. The pause button is set by default to 'p' which I quickly moved to the 'f' key as I find myself pausing quite a lot. Not just to check monsters either, but also to change equipment and spells, all of which you can do while in combat.

    This game, as with all self-respecting games, feels that the player not only learns from wining, but also from dying. Death is a permanent situation in AVWW. You will find yourself picking new players and starting again. However death does not take away your inventory of spells or equipment, but you may run into your old ghosts along the way.

    You also control a settlement where you can build buildings that help you or your people, but only if you find the plans for a building in a mission. Which was a great frustration to me when I first started. I had began the game with the idea of a Platforming/RPG/Action/Adventure/City Builder/Crafting would be a lot like Minecraft and Terraria meets confusing graphics and some other new twists. I started the game and fought my way through the opening platforming/tutorial part and made it to my settlement. The message at the top of the screen said I wasn't producing enough food and my citizens were starving. "No problem," I thought, "I'll just build a farm..." No sir! As it turns out crafting is mainly for spells. With spells they tell you automatically what spells you can craft and how close you are to getting the materials for other spells. With building you first need to find the plans. You probably won't find plans for a farm in the first 5hrs of play. So what keeps your citizens from dying? Well, as it turns out they don't starve to death. Their hunger level only affects their mood and their mood affects how well they preform missions that you send them on and you can't really send them on missions until you train them and you really can't train them until you build a few building that specialize in their certain profession AND their professions affect which missions they will be willing to go on! If you understood that, then I think you will like this game. I just wish the game had laid it out like that. I had to search Google for 2 days before I found that piece of info. However, even though I was frustrated my settlers where going to dye from starvation I kept finding myself returning to play. Coming back for just a few missions. Just a little bit more play-time.

    You see, AVWW is all about sticking with it. I know that's been said in other reviews, but it's good advice and a mantra you should recite every so often. For me, I played the game for 30 minutes. Then an hour a while later. Next thing you know I'm at work wondering what I'm going to do in AVWW once I get home. This game will suck you in, but you have to give it time, don't force it. There is a lot going on, a lot to do, and no n00b chat to hand hold you to level 20.
  4. May 30, 2013
    Strange style, strange story, strange music and strange concept incorporated into a highly addictive ensemble. With literally thousands of dungeons and many diverse missions and regions you can spent many hours exploring and progressing through the vast world of Environ.

    It does get a bit repetitive over time, but still there is a good number of content just waiting to be explored.
  5. Apr 26, 2012
    After checking out the screenshots and stuff I thought it looked pretty interesting, so I went and got it. It has a bunch of really interesting ideas like settlement building and things, but after about an hour and a half, I just realised I wasn't having fun at all. Expand
  6. May 2, 2012
    This has to be, by far, the worst game I've played. I don't know how other players have reviewed it above a five, and even then, that's being generous. Not only is this game not fun to play, it actively punishes people for playing multiplayer. It utilizes a loot system (if you can even call it that) where whoever picks up an item first keeps it. Without the ability to drop items, or even tell what many of them are before picking them up, it creates frustration between even the most well meaning players. Except that some items don't function this way, and will stay on the ground for other players to pick up. And some are shared amongst all the players when picked up.

    Enemies also scale proportionally to the number of players in such a manner that additional players don't actually contribute significantly more damage to fights. The graphics are terrible, the animations are absolute **** and the audio sounds like what you would expect to hear as Cthulu awakens and attempts to turn the world towards insanity and chaos. The in game audio options also don't work, so if you can't isolate and mute the application's sound, then you'll stop playing even quicker than I did (it's a good thing, trust me).

    I really wanted to like this game. I was looking for something that had the cooperative feel and exploration aspect of Terraria and Minecraft, but this has nothing. Attrocious sound, terrible gameplay (I don't know what these people talking about strategy are referring to, Energy Orb has almost 2x the damage per mana and one of the highest DPS in the game, which makes it the best ability even against enemies with resistance to it, and the AI is absolutely easy to abuse garbage), and a total lack of direction or plot. A game can exist without direction OR without plot, but not without both.

    After nearly five hours of hoping this game would change, of reading the forums and seeing other players with similar complaints get flamed out for "playing wrong," I can see absolutely no redeeming qualities in this game. And the developers have the galls to charge money for this waste of time. The only reasons I gave this game a 2 over a 0 is because no one takes 1 or 0 reviews seriously, but also because this game is a PERFECT example of **** design that might, some day, be used in a classroom as what NOT to do.

    This doesn't even cover the awful minimap, how the core design of random generation is flawed, the unintuitive and clunky menus, and the dozen other major flaws with the game. Trust me, stay away from this game. A Valley Without Wind might have potential in a year or two, but by then I will have forgotten about it and be playing far superior free flash games.
  7. May 2, 2012
    The game promised customization and a game that adapts to your play style. Unfortunately, what the game actually delivers on is an endless cycle of exploring levels that differ only by changing the background and re-skinning mobs with identical AI. There are no customization choices, only recolors of spells that do essentially the same thing. There are no choices in character progression other than increasing your health or increasing your damage (losing all your health results in permanent death though, so this is really a non option). Its hard to put into words just how poorly this game was designed.

    A shining example of what not to do.

See all 21 User Reviews