As it is, this is a great idea that currently feels a little too cooped up. Slime Rancher’s hands-on approach and lively livestock could have made this the cream of the farming crop. The teleporters might have been useful, but the sheer amount of resource gathering involved in crafting them means you'll have rinsed all the environments before they become useful. #Slime rancher portable edition upgradeMy health, for instance, rarely dipped below 70 even when I came across a herd of exploding radioactive largos, and the early jetpack upgrade is far more practical for general world traversal. It functions similarly to the Scareslime Garden Upgrade, inflicting fear upon any slime that comes near it. Most, however, like the med station and spring pad, are largely superfluous. The Portable Scareslime can be placed in any Gadget Site, and can be immediately used with no installation cooldown. Instead of improving the minute-to-minute farming process, the lab simply lets you build extra gadgets to place around the planet. You buy upgrades because you can rather than because you want to, and once you've filled out your pens with profitable slime, there's little incentive to venture back outside.Įven the unlockable research lab didn't provide the extra longevity I'd hoped for. Farming isn’t the means to a narrative end here, but a means to more endless farming. Unlike Stardew Valley, where you can personalise your farm to the nth degree or settle down and start a family, there's nothing to do here except shovel endless quantities of poop and make a quick buck. And that's the main problem I have with Slime Rancher. Once you get there, though, you're essentially going through the same motions as you were an hour ago, just with different coloured slimes in a slightly prettier landscape.
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