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Switching between different windows is another impractical solution. After all, finding games that solve the same issue with handy solutions isn't really hard (vide Crusader Kings or Mount & Blade). The fact that such crucial information isn't readily available, but rather comes as part of general feed near the minimap can be considered a design oversight. These messages can be found in a rather obscure player assistant window (the assistant gives us general messages regarding routes or towns having problems), and the adjacent stats tables. The game doesn't provide clear information about route profitability – the only way to tell is by looking at losses generated, and trying to rectify them asap. This wouldn't be such a huge problem on two, three trade routes, but when it repeats on over a dozen of them (including those operating at near unprofitability – some towns need the given types of goods to thrive and expand, so the economy isn't the only factor). The AI of ships appears faulty – some of my ships simply wouldn't sell stuff automatically in their destination, generating huge losses.Įach building has several visual variations of its own hex, so the cities in Port Royale 4 are really diverse! ! While we can operate them manually at first (from selecting the destination, to loading and unloading goods in specific ports), over time, trade routes should not only be automated but also optimized – which is the first major problem of Port Royale 4. Later, the ships available at the beginning of the game are used to transport basic raw materials from the native city to neighboring towns. Piratess will not be attacked by other pirates, but the cost of each building increases by 20%). At the beginning of the game, we also choose our avatar, flag, and career path (one of four) that influence gameplay-defining characteristics (e.g. The player takes control of a particular city belonging to one of the economic powers of the era – Spain, England, France, or the Netherlands. The foundation of the game is pretty simple.
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Port royale 4 ps5 gameplay trial#
And so we have to spend the first hours of the game learning anyway, often by trial and error. Once you start playing, though, it seems the game throws you on the deep end: the lessons from the tutorial seem out-of-context when compared to actual gameplay. Such way of encouraging players to spend well over an hour learning the basics of the game is certainly laudable. First impressions are pretty good: we have the great intro that's a pirate take on the intro to the cult Lord of War, as well as a set of comprehensive tutorials that yield some special rewards (such as unlocking the Queen Annie ship available later in the game).
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The beginning of the adventure with Port Royale 4, however, isn't indicative of the impeding disappointment. It's quite the same in this part – the problems only become conspicuous with time. The biggest downside of the predecessor – which, at the time, couldn't actually be called ugly – was not only the monotony, but also the ill-designed mechanics, whose faults wouldn't become clear until a few hours spent in the game. This game certainly gets more things right compared to the previous entry in the series, but it's still below good. I really hankered for a pirate-maritime game, especially since this theme is usually neglected in games, and the last Port Royale came out eight years ago! But if anyone thinks eight years was enough for Gaming Minds to learn from all the mistakes they made and mend them. I admit that the announcement of Port Royale 4 was the cause of great excitement for me.
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