![]() ![]() ![]() Essentially, if you’re in the middle of a mission, said mission will be aborted if you land. If this alone was fixed, my impressions of the game would not only skew upward - they would skyrocket. My biggest gripe with The Falconeer, though, was landing. Mobility - like standard flying - is excellent. On several occasions I ran out of energy, barreled downwards, skimmed the water, and used it as a hydraulic catapult into a sideways flip leading into a natural swerve to spin around at precisely 180 degrees before reentering the fray falcony guns blazing. But you can also swan dive into the sea at a blistering pace, before launching yourself back up in the air and whirling around behind your opponent. Evasive maneuvering is brilliant, in that your ostensible options here are deceptively simplistic - you can barrel roll right or left, or you can dash forward, using a kind of energy you build up by flying downwind. The dogfights - or should I say falconfights - are tense and sometimes enjoyable, but not for the reasons they should be. It chucks you out of the nest and says, “fly, little falcon,” and as you might expect, learning to do so on your own is infuriating.Įventually, after you start flying well, you’re introduced to combat. I soon learned that you don’t really need to use the analog tied to camera orientation all that much, and can instead just focus on pulling your falcon left, right, up, or down - but the game never tells you that. But even when I remapped the controls to a more standard variant, navigating the air was immensely rough. You can even purchase falcons as you proceed in the story and earn more money, offering even more opportunities to create the perfect flyer that works for you.The controls are inverted at the start, which is not an especially big deal - you can change them. Having that kind of control over how your companion plays during dogfights and fine-tuning them to best suit your playstyle helps keep gameplay engaging when the story does nothing of the sort. This can range from changing the weapons equipped on you, to how you boost your falcon’s abilities, and more. Essentially you earn splinters to upgrade your falcon’s gear, mutagens, and chants. Though, despite the voiced guide, the game doesn’t make this distinct class system clear in the beginning so you’re left experimenting with various configurations until you learn this for yourself.Īnd where the game fails in customizing the looks of the falcon, there are some great options for customizing how they play in battle thanks to both the aforementioned class system and another mechanic. These classes not only change what your falcon looks like and form part of your backstory, but also determines said falcon's stat and skill specialization. Players have the option of choosing from four classes: Falconeer, Mercenary, Imperial Freelancer, and Mancer Seeker. Even worse, the pilot has absolutely no personality, which makes the decision to not have a full character creator even more baffling. Moreover, the origin story has little bearing on making the game feel any more engaging or distinct once started. While I enjoy the fact that I can choose from several variations of pilots and falcons, and you can even choose your own origin story, it’s still not a proper customization mode. This is a game that would have strongly benefited from being more linear, as something smaller in scope leaves far more room to fill with better-developed points of interest, flight paths, and a fully fleshed out lore that capitalizes on what was so tantalizing teased to us in the beginning.Īnother substandard aspect of The Falconeer is the very limited character creation. ![]() The Falconeer, like many other open world titles, suffers from having very little to actually do in such a setting. ![]() It’s disappointing to say the least, and the main cause for it is clearly the over-ambitious open world environment. ![]()
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