Metascore
54 out of 100

Mixed or average reviews - based on 12 Critics

Critic score distribution:
  1. Positive: 0 out of 12
  2. Negative: 2 out of 12
  1. May 8, 2012
    70
    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
    70
    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
    65
    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 24, 2012
    65
    A Valley Without End is your typical ugly duckling; an intriguing concept marred by shoddy execution. It's worth a brief look just to see how they managed to mix all these genres, but not exciting enough to play it.
  5. May 16, 2012
    65
    A Valley Without Wind is an interesting product, mainly due to its exploration component and rpg elements. However, parts of the ideas are lost in the repetitive action and in the procedural nature of the project, not supported by a consistent narrative background. On top of that, a bad control system undermines this interesting game.
  6. May 7, 2012
    65
    If you've got a mind to grind, and you don't mind being asked to run around in circles, there's something in A Valley Without Wind for you, for however long it takes for you to get tired. And you will get tired.
  7. May 5, 2012
    55
    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.
  8. May 5, 2012
    55
    Lots of content with little depth saps much of the enjoyment out of A Valley Without Wind.
  9. May 30, 2012
    50
    Don't hope to be blown away. Little stirs in this valley. [June 2012, p.56]
  10. May 9, 2012
    50
    If there is a poignancy to A Valley Without Wind, it's that you really are playing through a post-apocalyptic world, just one that's failed creatively rather than ecologically. The designers were too ambitious, built to high, and you're free to explore what's left.
  11. May 3, 2012
    41
    All the interesting ideas get lost in a clutter of ugly backdrops, cumbersome controls and meaningless fights against never changing foes.
  12. Jun 19, 2012
    29
    A hideous collage of unconsidered platforming and vapid combat in a procedural world bleached of meaning. [Aug 2012, p.70]
User Score

Mixed or average reviews- based on 42 Ratings

User score distribution:
  1. Positive: 10 out of 20
  2. Negative: 8 out of 20
  1. 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.
    Full Review »
  2. 9
    A Valley Without Wind is a game that you'll either love or hate. Personally I find this to be the most unique refreshing and entertaining platformer I've played in a very long time. The world is extremely vast and there are multiple ways to approach it. The graphical style is nice and once again refreshing. However there are two types of gamers that should not approach this title. The first being completionists. The world is massive and randomly generated. If you run around trying to discover ever little nook and cranny you will quickly feel like you're playing a repetitive grind. If you found yourself picking up every single object when you played skyrim you might want to stay clear of this title... The game provides plenty of hints in the map system and via the in-game encyclopedia about what you might want to do. The idea is to strategically focus on the completion of certain elements to advance in the world, not to do everything possible. If you do so you will have a lot of fun in this game. However if you're unable to break free from the linear mindset so many previous titles have imposed on you, you will quickly get bored. Second any 3d graphics realism snobs will be disappointed. If you're looking for a game that looks like reality with a very linear story than you should probably go play Mass Effect 3 or better yet go to a cinema and watch a movie, it will be way cheeper...
    That being said if you're looking for something new (oddly done with a retro look) then give this game a shot. You can't go wrong with the low price.
    Full Review »
  3. 0
    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.
    Full Review »