Thursday, April 8, 2021

As Far As The Eye Review (Steam)

Written by Alexander O. Cuaycong and Anthony L. Cuaycong


Title: As Far As The Eye
Developer: Unexpected
Publisher: Goblinz Publishing, Maple Whispering Limited
Genre: Simulation, Strategy
Price: $24.99



As Far As The Eye is an expertly crafted game. From its visually pleasing art to its surprisingly deep and engaging gameplay mechanics, developer Unexpected has managed to set its creation apart from others in the genre. One could scarcely expect a roguelike game to dabble in explore-expand-exploit-exterminate resource management systems, and yet it proves that it can be done well as long as they’re properly thought out. Indeed, the mechanics will be integral to success, as it's a game that rewards ingenuity, forward-thinking, and on-the-spot creativity.




In As Far As The Eye, gamers are expected to help a travelling caravan flee from a storm, and reach its destination. To do so, resources must be collected to ensure the ease of its travel, compelling choices between various different regions and their different biomes to collect much-needed supplies. The gathered materials, however, need different buildings and specializations to make use of, and with each new region comes its own share of terrain to navigate, difficulties to conquer, and even more supplies to gather. All the while, the storm rages behind. The result is a balancing act that requires both stocking up for the next region and moving to safety as soon as possible.

Initially, As Far As The Eye’s objectives don’t seem that difficult. Its slow turn-based nature working in tandem with its soothing visuals evokes an image much closer to a relaxed city-building game than anything else. Decisions don’t need to be rushed as gamers are never really pushed into making a turn as fast as they can. In a game like this, there’s all the time in the world to plan out moves with care, and, at times, it almost feels like a cozy-looking board game. Don’t be fooled by its first impressions, though. What initially seems like easy stages paired up with its cute artistic design slowly turn into far more challenging and engaging obstacles.




As simple as As Far As The Eye’s concepts are, managing them is where the real challenge lies. The game aims for a more thought-provoking gameplay-oriented style, and it does this in spades through its randomization. Each region gamers travel through is randomized, and the events and resources that they have access to will slowly change over time. This forces them to constantly adapt their resource management and gathering; not everything they can harvest can prove to be of use, and not all resources can be accessed at the onset. For example, if they’re in dire need for stone, do they aim to gather as much of it as then can and build a quarry by using up all their available wood? Or should they instead save the wood and hope that the next region has better stone deposits? What will they do when a forest fire strikes, or a sudden flood washes away their harvested materials? These are all choices they’ll have to make, and everything they do, for better or for worse, will affect the caravan's survival.

At times, As Far As The Eye doesn’t seem or feel fair. The randomized nature of events can certainly be off-putting; losing runs over some bad luck and poor foresight can be frustrating. On the other hand, it never makes losses feel like a permanent setback. If anything, it just leaves gamers wanting for more, as it constantly sets out to test their skills. It demands them to make do with the map they’re given and cope with the events they find themselves in. And when they’re able to make full use of their environment, it’s when the game truly shines.




As Far As The Eye proves that strategy games can benefit from some good-natured random number generation. Its relaxing gameplay sessions are always engrossing and immersive, and its unique art style is one that’s hard to forget. Highly recommended.



THE GOOD
  • Unique art style that pops off the screen
  • Interesting game mechanics that revolve mainly around opportunity cost, resource management, and efficient use of time
  • Compelling twist on a roguelike system

THE BAD
  • Still mostly beholden to RNG, which can feel frustrating with bad rolls
  • Lack of time pressure may make the game feel a little slow and boring at times
  • Chill nature and generally on a slower pace compared to other mainstream roguelikes


RATING: 8.5/10

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