
It's been weeks since anyone last saw the Viking men of the village of Borja, and young Tyrim is determined to set forth and find them. Wielding his crafting and combat skills, you’ll set sail on the Mad Goat across the seas to uncover the world of Nygard’s mysteries, collecting fabulous relics, uncovering forbidden secrets and magic,...
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
Cornerstone: The Song of Tyrim is a kickstarted Unity based third person console-esque 3D action platformer/brawler with crafting elements as you can collect stuff and build inconsequential things. This really feels like a console game, and while it works, the third person view isn't the best animated and the camera controls aren't completely perfect... these might seem like minor frustrations, but when it comes to platformers and action games in general, controls absolutely must be tight and responsive, and here, they aren't. The game features lazy low-polygon "retro" assets, making this look like a barely functional 3D game from the 1990s. The low poly assets are simple and mostly feature shading rather than deep, rich, high res textures. It's unclear why the developers weren't able to arrange high quality, high polygon count contemporary assets for the game, and also irrelevant... what matters is that this looks bad as a result of their decisions, a compromise PC gamers shouldn't have to put up with. The controls can't be customised, which will be an annoyance for many, but it can also render the game unplayable for differently-abled gamers. I'm not sure why this was released on PC instead of on the consoles where it belongs, and the eye watering $20 USD for a console reject is just too much for this to be recommendable.
Das Spiel spielt sich, als sei es noch noch nicht fertig. Manchmal stehen die Figuren ansprechbar herum, aber drückt man E, passiert nichts. Die Story geht auch nicht weiter, wenn man - einfach, weil's möglich ist - die Aufgaben schon vorher erledigt. Der Spielfluss ist murks, die Steuerung ist wider Erwarten nicht anpassbar. Schade. Na, vielleicht kommt ja noch irgendwann ein Update, was das richtet.
It just feels bad
Reminds of the old zelda games like Wind waker, so kind of old school but fun!
O jogo tem gráficos bonitos e uma boa história, mas é cheio de bugs cuja solução é recomeçar o jogo (fala sério). Entrei em contato com os desenvolvedores e me informaram que o jogo foi abandonado e não tem mais suporte. Chegar ao fim do game passa a ser pura sorte. Tive um problema logo no começo com a quest das ovelhas. Apaguei meu progresso e comecei de novo e deu certo até chegar na ilha de Himama (menos de 1/3 do jogo). Quando peguei a chave para abrir o moinho, ela simplesmente sumiu do meu inventário e a porta não abre....
[h1]I've used the word 'fleshed' too many times, and now I feel dirty[/h1] [b]TL;DR[/b] This is a budget [i]Legend of Zelda: Windwaker[/i]. There are admirable elements to [i]Cornerstone: The Song of Tyrim[/i] (the overly wordy title is not one of them). The world is relatively varied, and exploring the oceans feels suitably adventurous. The problem is, wherever there lies a praiseworthy element, it always feels like it isn't quite fleshed out. _________________________________ [b]Why the crafting system isn't fleshed out[/b] The crafting system is integrated heavily into gameplay. Every item is susceptible to breaking or simply expending its use via countdown, so you're frequently required to craft new items to traverse the landscape and deal with enemy encounters. The issue is that it feels like little more than a setback to repeatedly craft weapons. There are an infinite number of resources scattered around the map, and there are very few times when you'll find yourself running low. The game would have actually felt less clunky if you weren't required to open a crafting menu every other room you visit. _________________________________ [b]Why the combat system isn't fleshed out[/b] Enemies almost exclusively just run at you, and you stunlock them with a blade until they die. Sometimes, a warning for you to block will appear above their head, at which point you can parry, but that's about as deep as it goes. There's a little delay between pressing a button to swing your weapon and it actually happening, which makes the combat feel rather stiff. The range on an average weapon is surprisingly short, leading to the occasional lumbering swing into thin air. _________________________________ [b]Why the world isn't fleshed out[/b] The world itself consists of a number of evenly distributed islands, seemingly with their own seperate cultures. Despite this, the histories of the inhabitants are never really particularly delved into, and don't feel as though they make a huge amount of sense. Some of the humbler islands seem as though they might muster self sufficiency, but once you run across an island with imperial Chinese architecture that's built like a fortress with no visible space for crops or livestock in sight, you begin to wonder how some of these places were built or continue to function. To counterpoint myself, perhaps the locations are just setpieces, simply the vessels within which the puzzles and story elements are nestled. It's just the fact that these civilizations coexist in such close proximity that leaves me confused, but already feeling like this was an overanalysis. Whatever the backstory, it would have been nice to read it somewhere. _________________________________ [b]Why the game is undercooked[/b] The game is rife with glitches and optimization issues. Every now and again, the framerate tanks seemingly out of nowhere. Death pits in the ocean pop up out of nowhere, enemy AI is bugged to hell, and mission objectives uncomplete themselves. I could go on. _________________________________ It's a shame that these problems overshadow the game so much, since there [i]are[/i] moments in Cornerstone where the core gameplay feels like it [i]could[/i] be fun. But, as you've likely gathered from this writeup, my personal experience was mostly negative. Cornerstone is too drawn-out and rough to be worth a recommendation. 3.5/10
Wind Waker like. Les hommes de la tribus de Tyrim ont tous disparu du jour au lendemain, dont son cher papa. Il décide donc de prendre son destin entre ses mains, se construit un bateau, et part écumer le monde pour sauver son peuple. Désolé petit jeu, j'aurais voulu t'aimer, mais t'es vraiment pas à la hauteur. Déjà, t'es moche, t'as aucune personnalité au niveau du character design ou même de la direction artistique, tes polygones et tes textures sont dégueulasses et font pitié à voir. Tes séquences de "cinématiques", succession de plans fixes, sont mal cadrées, ta caméra aime jouer au jokari. Mais je ne juge jamais sur le physique, ce n'est pas mon genre, voyons ce qu'il y a en toi. Cornerstone donc, c'est un jeu pompé sur Zelda Wind Waker. On navigue d'îles en îles en vu de derrière, de donjons en donjons, c'est l'aventure. Mais qu'est-ce que c'est cheap! 6 îles minuscules, rien à découvrir entre chaque, les traversées sont longues, monotones et chiantes, y a strictement rien à faire à part pointer dans la bonne direction. Les combats sont mous, parfois on appuie 1x sur la touche d'attaque, Tyrim porte 2 coups, parfois on appuie 2x et rien ne se passe. Le scénario est pompeux et mal amené, heureusement il y a beaucoup d'humour dans les dialogues, et même si ça ne vole pas bien haut ils ont le mérite de m'avoir parfois fait sourire. Le système de progression se fait via des schémas que l'on trouve, et avec lesquels on peut crafter des consommables via des matériaux que l'on trouve un peu partout, par terre, dans les coffres, etc... sauf qu'on est jamais en manque de matériaux. On façonnera ainsi nos armes/boucliers/armures, qui se détériorent quand on les utilise, on craftera des bombes, des parachutes, ou des bottes pour courir vite, ce qui permettra de résoudre les énigmes et d'avancer dans le jeu. L'idée n'est pas mauvaise je trouve, mais ça apporte beaucoup de lourdeur quand on veut simplement lancer une bombe par exemple. Finalement je m'en serais volontiers passé. Le level design est... particulier. Il y a toujours plusieurs chemins qui s'ouvrent à nous, et pour moi c'est un très bon point. Sauf qu'à droite comme à gauche, c'est vide, il n'y a rien à faire à part buter un ou 2 ennemis et sauter par dessus un trou. Cela-dit, il existe quelques passages vraiment excellents, avec de vraies bonnes idées dedans, qui mériteraient d'avoir leur place dans un prochain Zelda 3D par exemple. Du coup, on passe de l'ennui profond à l'émerveillement, et moi perso, y a rien de plus qui m'énerve que de voir des éclairs de génie gâchés par toute la merde qu'il y a autour. Pour finir, je crois que j'ai rarement joué à un jeu aussi buggé. Les collisions, les inputs, les collisions, la physique, la caméra, les collisions, même les succès Steam, c'est calamiteux. J'ai vu un ennemi tomber dans un trou invisible juste devant moi pendant un combat; je l'entendais encore taper, mais sa hitbox n’existait plus, j'ignore où il est encore maintenant. Je vu mon bateau, en pleine mer, piquer brusquement du nez dans l'eau, se faire immerger à la moitié puis ressortir en 1 demi seconde en faisant un bond à l'autre bout de la map. J'ai vu un moyen de locomotion terrestre servir de planeur après avoir pris un saut de corniche, j'ai vu des dizaines de fois "l'envers du décors", les surfaces non texturées qui sont derrière les éléments solides du jeu. Et pourtant, je suis allé au bout. Parce que malgré tout ça, ce genre de jeu est rare sur nos machines, et que ça m'a fait plaisir de vivre cette aventure pendant 8h environ. Parce que c'est tout mignon, c'est très fleur bleu, il y a beaucoup d'innocence (jusque dans le code...), parce que l'humour global du jeu m'a rafraichi, parce qu'il y a vraiment quelques bonnes idées, parce que c'est drôle de progresser en se demandant quel bug va survenir. Clairement, pas le meilleur jeu du monde, loin s’en faut, mais ça reste agréable. Avec plus de moyen, de temps, ça aurait pu être vraiment bon. Dommage qu'en l'état on ait plus l'impression de jouer à un projet/EA qu'à un vrai jeu.
Купил данную игру за 25 рублей (в байстим), так то довольна прикольная игра с открытым миром, русификатор можно установить посмотрев руководство, мне зашло
O jogo até é bom, mas tem muitos bugs. Infelizmente parece que o jogo foi abandonado pelos desenvolvedores.
The game was fun, the story was ok, the humor was childish, the bugs were too much and the challenges were hard. There's a lot of both + and - about this game but I still enjoyed it, whenever the game wasn't frustrating me. The only safe way to get through the game without having a bug permanently stop your progress is to make lots of savefile backups. I still enjoyed the game and it is actually possible to get all the achievements if you have patience (and backup savefiles).
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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