It’s kind of a shame that one of the ways Curious Expedition is unfinished is its gear descriptions and tutorials. All of this gear and these explorers modify the effectiveness of your strategies and safeguards, which gives me thousands of possible strategic approaches. There are fifteen leaders to choose from, eleven hireable party members, and two dozen or so equippable items. The variety of options here is above most roguelikes and growing, and it can get overwhelming at times. Local villages are essential for restoring sanity on long treks. Both are equally valid ways to approach the task of discovery. Where you might specialize in Master of Arms in Dungeons of Dredmore for greater ass-kicking skills, leading an expedition as big-game-hunter (and giant-rifle-wielder) Frederick Courteney Selous will help you blow through undiscovered country in a straight line, killing everything in your way. Where you might, say, upgrade your shields in FTL to avoid damage, hiring a native warrior will reduce your chances of triggering combat. The addictive hook of Curious Expedition is the way it uses characters as upgradable sub-systems. When I emerged, the ground shook and volcanic rifts appeared everywhere as the gods themselves expressed their disgust. I once ignored my low reputation and plundered an ancient shrine for a golden skull. It’s easy to spend less time fretting over this stat than the all-important sanity meter, but disregarding it can mess up your day. The more you accidentally start brush fires or dynamite ancient mountain passes, the more you upset the equilibrium of this unexplored continent. The best way to stay on their good side is to follow the Boy Scouts camping rule: leave no trace. The other precious resource is your reputation with the local people.
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