The race for liquid gold continues in Turmoil's latest DLC.
THE GAME
Turmoil is a management and drilling game developed and published by Gamious. Inspired by the 19th century oil rush in the United States of America, Turmoil brings you the experience of that time, where every piece of land can hide a lot of wealth in its depths. With the most diverse tools, you facilitate your journey to become the richest oilman in the region. In its Deeper Underground DLC, the race continues, however, with new mechanics and resources, such as water and gasoline, adding an extra layer of complexity to your expeditions, in addition to dynamite, which made things a little more explosive.
MY IMPRESSIONS
Turmoil has a theme that may not appeal to many people, but it is extremely fun due to its simplicity and a great progression curve for its pace. In its Deeper Underground DLC, I didn't feel that the essence of the base game was maintained. The added mechanics didn't excite me much, as I felt they weren't necessary.
The expeditions that bring challenges may seem interesting, but I don't know if they are the focus of those who enjoy the main part of the game. Dynamite is one of the few things that is at a good level, as if it could be part of the base game. And then comes the main addition of the DLC: gasoline. Just like oil, we can sell gasoline, which has a price much higher than its base material. To generate gasoline, we need oil and water, the latter also being a new resource implemented. With these two materials, we refine and make gasoline. However, this whole process creates an extra layer to the game that is not exciting. From the extraction of water, to its transportation, to the production of gasoline and its sale, all of this creates a visual and gameplay mess. Obviously it is intentional to have a certain level of complexity, as the reward within the game is great, however, it loses the essence of what the base game is, in my opinion.
ACHIEVEMENTS
New achievements have been added to the game, all related to the new mechanics implemented. There aren't many in quantity, but in terms of difficulty, they can be a bit of a struggle. In general, they are well balanced in terms of difficulty, without the need to force things too far beyond what you would do in a normal game. I feel like they are there to crown those who made the most of the new mechanics.
CONCLUSION
I really like Turmoil and its peculiar theme, which still manages to be fun. However, the Deeper Underground DLC seems to want to add too many mechanics to something that was already good. In fact, apparently, this DLC wasn't even in the plans, but some ideas came up and they decided to release it. This in itself says a lot, because sometimes, changing something that's already good can be detrimental. And it's not that the ideas are bad, far from it, I just imagine that this DLC is for an audience that seeks more complexity in the base game. Obviously, this doesn't ruin Turmoil in any way, because the developers insist on separating the base game and DLCs into different campaigns. Unfortunately, Deeper Underground didn't add anything very exciting.
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