Compara los precios de The Vale: Shadow of the Crown en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Falling Squirrel. Publicado por Falling Squirrel Inc.. Lanzado el 19/8/2021. Disponible en PC, Xbox. Géneros: Action, Adventure, Indie, RPG. Puntuación Metacritic: 80/100.

Put on headphones, close your eyes, and discover that a medieval RPG built entirely around sound can hit harder than anything pushing 4K textures right now. Worth your five to eight hours of deep focus.

My first reaction when I understood what The Vale actually is was to sit very still and just listen. No renderer racing to fill a frame. No GPU load. Just binaural audio built in genuine 3D space, placed at human scale by a solo director who spent five years obsessing over the exact height of an enemy's footsteps relative to yours. That care is felt from the first seconds, and it changes how you receive everything else the game has to offer. You play as Alex, a blind princess from the Kingdom of the Glades, trained as a warrior despite being sightless from birth. When her caravan is ambushed and she is left stranded in hostile territory, the only path home runs straight through the valley known as the Vale. The story itself, it has to be said, is fairly standard medieval high-fantasy setup: a brother on the throne, a corrupt conspiracy, a loyal shepherd companion who picks up the traveling party dynamic so common to the genre. Where The Vale earns its keep is not in plot novelty but in execution. The writing is carefully descriptive, the voice cast is genuinely strong (including talent with credits across the Assassin's Creed and Far Cry series), and the world feels inhabited in a way that purely audio games rarely achieve. Following faint tavern music to locate the inn, hearing a blacksmith's hammer to find the forge, catching the shuffle of an enemy at your flank before they close the distance: these moments of recognition feel like small victories the game keeps earning, again and again. Combat deserves close attention because it is where the design philosophy gets real pressure on it. Alex is a reactive, defensive fighter by design. You identify which direction enemies are approaching from, parry incoming strikes, and answer with either quick attacks or heavier blows that break guard but take time to wind up. Enemies will charge, feint, and flank, and their intentions are telegraphed through audio cues rather than animations you can glance at. Weapons and armor have stats, merchants sell upgrades, and you carry a bow alongside your sword and shield. Multiple enemies at once raises the concentration cost considerably. The system is not deep by the standards of a dedicated action RPG, and combat does grow repetitive across the full run, which lands somewhere between five and eight hours depending on how much you stop to absorb the environments. A hard difficulty mode sharpens the challenge meaningfully if the normal feel is too forgiving. These complaints are real, but they feel like the growing pains of a studio inventing its own genre from limited prior reference points. The accessibility dimension here is worth naming plainly: The Vale was developed in consultation with the Canadian National Institute for the Blind, every menu option is fully narrated, and the game is completely playable with eyes closed. That is not a marketing angle, it is a genuine engineering achievement that also benefits sighted players who simply want to close their eyes and sink into a soundscape. One practical note: headphones are not optional. The binaural positioning that makes navigation and combat readable is designed around ear-level listening, and a laptop speaker setup will cost you most of the spatial information the game depends on. Controller support is solid, and the experience on PC and Xbox is comparable. For a game this singular, the honest reservation is that it runs up against its own ambition. The branching choices are present but fairly linear in consequence, and some town layouts feel reused across the second half. But Falling Squirrel knew when to end the experience, and that matters. The Vale closes before the mechanics can exhaust you, and it leaves a specific feeling that is difficult to describe to someone who has not experienced it: the strange pride of navigating a fully realized world using only your ears. Kai, Scout Team

The Vale: Shadow of the Crown

The Vale: Shadow of the Crown

19 ago 2021Falling SquirrelFalling Squirrel Inc.
GamerScout opina

Put on headphones, close your eyes, and discover that a medieval RPG built entirely around sound can hit harder than anything pushing 4K textures right now. Worth your five to eight hours of deep focus.

PCXbox
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Acerca de The Vale: Shadow of the Crown

My first reaction when I understood what The Vale actually is was to sit very still and just listen. No renderer racing to fill a frame. No GPU load. Just binaural audio built in genuine 3D space, placed at human scale by a solo director who spent five years obsessing over the exact height of an enemy's footsteps relative to yours. That care is felt from the first seconds, and it changes how you receive everything else the game has to offer. You play as Alex, a blind princess from the Kingdom of the Glades, trained as a warrior despite being sightless from birth. When her caravan is ambushed and she is left stranded in hostile territory, the only path home runs straight through the valley known as the Vale. The story itself, it has to be said, is fairly standard medieval high-fantasy setup: a brother on the throne, a corrupt conspiracy, a loyal shepherd companion who picks up the traveling party dynamic so common to the genre. Where The Vale earns its keep is not in plot novelty but in execution. The writing is carefully descriptive, the voice cast is genuinely strong (including talent with credits across the Assassin's Creed and Far Cry series), and the world feels inhabited in a way that purely audio games rarely achieve. Following faint tavern music to locate the inn, hearing a blacksmith's hammer to find the forge, catching the shuffle of an enemy at your flank before they close the distance: these moments of recognition feel like small victories the game keeps earning, again and again. Combat deserves close attention because it is where the design philosophy gets real pressure on it. Alex is a reactive, defensive fighter by design. You identify which direction enemies are approaching from, parry incoming strikes, and answer with either quick attacks or heavier blows that break guard but take time to wind up. Enemies will charge, feint, and flank, and their intentions are telegraphed through audio cues rather than animations you can glance at. Weapons and armor have stats, merchants sell upgrades, and you carry a bow alongside your sword and shield. Multiple enemies at once raises the concentration cost considerably. The system is not deep by the standards of a dedicated action RPG, and combat does grow repetitive across the full run, which lands somewhere between five and eight hours depending on how much you stop to absorb the environments. A hard difficulty mode sharpens the challenge meaningfully if the normal feel is too forgiving. These complaints are real, but they feel like the growing pains of a studio inventing its own genre from limited prior reference points. The accessibility dimension here is worth naming plainly: The Vale was developed in consultation with the Canadian National Institute for the Blind, every menu option is fully narrated, and the game is completely playable with eyes closed. That is not a marketing angle, it is a genuine engineering achievement that also benefits sighted players who simply want to close their eyes and sink into a soundscape. One practical note: headphones are not optional. The binaural positioning that makes navigation and combat readable is designed around ear-level listening, and a laptop speaker setup will cost you most of the spatial information the game depends on. Controller support is solid, and the experience on PC and Xbox is comparable. For a game this singular, the honest reservation is that it runs up against its own ambition. The branching choices are present but fairly linear in consequence, and some town layouts feel reused across the second half. But Falling Squirrel knew when to end the experience, and that matters. The Vale closes before the mechanics can exhaust you, and it leaves a specific feeling that is difficult to describe to someone who has not experienced it: the strange pride of navigating a fully realized world using only your ears.

Kai
Kai · Scout Team

Indie & narrative

Etiquetas

singleplayerachievementscontroller-supportcloud-savestier:aaaAudio-OnlyBinaural CombatAccessibility-FirstReactive CombatLinear NarrativeController RequiredShort CompletableBlind-Playable

Requisitos del sistema

Mínimos

OS
Windows 10
Memory
2 GB RAM
DirectX
Version 10
Storage
1 GB available space
Graphics
Shader model 2.0+
Processor
Intel i3

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OS
Windows 10
Memory
4 MB RAM
DirectX
Version 10
Storage
1 GB available space
Graphics
Shader model 2.0+
Processor
Intel i3

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Reseñas y valoraciones

Metacritic
80

Información del juego

Desarrolladora
Falling Squirrel
Distribuidora
Falling Squirrel Inc.
Fecha de lanzamiento
19 ago 2021

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¿En qué plataformas está disponible The Vale: Shadow of the Crown?

The Vale: Shadow of the Crown está disponible en PC, Xbox.

¿Cuándo se lanzó The Vale: Shadow of the Crown?

The Vale: Shadow of the Crown se lanzó el 19 de agosto de 2021.

¿Quién desarrolló The Vale: Shadow of the Crown?

The Vale: Shadow of the Crown fue desarrollado por Falling Squirrel y publicado por Falling Squirrel Inc..

¿Merece la pena comprar The Vale: Shadow of the Crown?

The Vale: Shadow of the Crown tiene una puntuación Metacritic de 80/100, lo que lo convierte en uno de los títulos destacados de Action. Mira las reseñas completas, las valoraciones y los tiempos de duración en esta página para decidir.