I learned about mutagens I could buy for my bird to make it stronger. I was forced to learn more about the game in searching for a way to overcome my problem. It wasn't until I went off and grinded side-contracts, to make enough money to buy a new gun, that I eventually succeeded. No matter what I did, I couldn't clear it. Problem is, you can't smoothly glide through the chapters because of random difficulty spikes. Clearly the maker feels they have an important story so they've strung it out across several chapters. Pictures taken while flying, not in the Photo mode. And I'm almost certain it's this aspect of the game a bigger team would have chopped. What is really going on here? It's what elevates The Falconeer beyond being just an aerial combat game. This is the story the game slowly tells, both directly and indirectly through the world itself. And you begin to question the things you're asked to do. You listen to a mysterious lady give philosophical pep-talks every time she brings you back from the dead and wonder why. You hear mythology and wonder why the game is telling it. You see the strange stone monuments poking from the sea and wonder what built them. You see the giant scar in the middle of the ocean, a kind of trench water pours into, called the Maw, and wonder what caused it. It's in these moments where your mind wanders and you wonder what things are for. It's in these moments where the mood and personality of the world sinks in. A key part of its charm are the moments in between, the sections away from the tension of combat, where you're flying untroubled through the sky. In this way, The Falconeer spreads the action out. And you can accept contracts from your home settlement or abroad. There are bounties, mail deliveries, base defences - anything you might need a handy falconeer for. But you can also take on contracts, on the side, to earn money. Each chapter, you'll call a different settlement home, and there will be a new main story to follow. That's because a huge part of the game is flying around an open map, running various missions for various settlements dotted around a mostly sea-covered world. And everything you do revolves around that core.īut it's not an arcade game. You fly a giant falcon around, shooting at other other enemies in the sky, and sometimes in the sea, and sometimes on the land.
The Falconeer is an aerial combat game a bit like Panzer Dragoon. It would no longer be an intriguing kind of personal statement, and no longer feel like venturing into another person's mind. And in some ways, The Falconeer would be stronger for it. A committee would probably have shortened it, focused it, honed it. There is an undiluted grand vision to the game, the kind that can only survive because it's hidden inside one head. They don't express the serenity of it, the peace and quiet up there in the clouds, wingtips carving an airstream as you glide silently above.īut what I really love is how singular it feels. The pictures don't tell you how it feels to fly a giant falcon around a moody archipelago. It's a combination of simple elements coming together in a powerful way, and that's before you factor in movement.
They're some of the most striking images I've taken in any game. Check out the screenshots in this article. Availability: Available now for £25 on Steam and Xbox.Here is a game made by one person - one! - standing alongside blockbusters like Assassin's Creed: Valhalla, and not looking out of place.
#The falconeer steam series#
I love that we're living in a time where The Falconeer can be an Xbox Series X/S launch title. In a world of compromised visions, The Falconeer is dazzlingly original.