


I never worried about any settler wandering too far from town. I felt like for the most part, the dino’s kept to themselves and really only attacked each other. If there is one flaw, it would be that the wild west never felt, well, wild. They will do all these things on their own if the need is there, but better to handle these things during times where you aren’t getting attacked. If he is tired, you can send him to a tent. Here, you see a breakdown of where he might need some help. Individual management is done by picking up your man and then turning your hand over to hold him in your palm (this also level’s him/her up if they are in need of that). Resource is managed by tilting any wrist to look at a Menu System “watch” that keeps track of gathered resource quantity. Player management is done rather easily as well. If you let things go too far, you will be notified that food is low or that your men are hungry.
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Once you capture, you then train the dino’s to assist in your everyday duties to help free you up for advanced management. You level up as you make progress, your men level as they contribute to the town, and you can level up your building to grant you or your men advanced or different abilities. You don’t get new frontier men by building housing but rather as you level up. Dropping lures and using your men to then fight the lured dino is how you capture them. As you build more and more, the fog lifts and the options grow. Then you go to chopping trees, harvesting berries, building a lumber yard, farming, etc. Once that is done, you then get tasked with making a food depot. You have a single grunt with a single objective (in this case, making meat from a dead dino) and a fog of war is on. Dino Frontier starts off like any standard RTS or resource management game. I felt as if I was sitting in a diorama that an 8 year old me built depicting the wild west, but cooler.
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The trigger is what you use to pinch your fingers to pick up, then release to drop what you are holding. The basic controls really go a long way in making most every other action pretty intuitive, which is a good thing as it does little else to instruct you on how to play. There are no glaring blinking arrows showing you how to handle everything and other than the instructor letting you know when a person is injured, bandits are attacking, to drop a lure, or what you should build next, it relies on that intuition and you exploring the system.įrom the title screen, I was already pulled in and invested in the style. The Move button allows you to navigate around the board (holding in one and pulling or pushing), rotate the board (hold in both and turn), and zoom in and out (hold in both and separate or bring in closer). The controls are pretty basic for the Move wands as they represent your hands in the game.
