Tapland

Home > Reviews >

Tradewinds 2
by Steve R, Staff Writer - 8/25/2007 10:31am EST


[Image] I certainly enjoyed playing the original Tradewinds, but thought that the folks at Astraware could have done quite a bit more with the game.  Well, now they have!  Not just a Caribbean makeover of the Asian-themed original, Tradewinds 2 incorporates significant enhancements to its appearance and playability.

If you've played Space Trader or the original Tradewinds, you already have a good idea of how the game works.  Your job is to buy and sell goods in various ports.  There are several items to trade, and more become available as you play.  You start out with access to 5 ports and earn access to 5 more as the game unfolds. (The game contains 20 ports, but only 10 are available in any one game.)

Tradewinds 2's new "story mode" adds a new twist to the proven formula.  In this mode, you can approach the port governors and request assignment to special missions.  These errands earn you gold or gifts of charms or amulets that confer magical benefits, such as enhanced hull strength, faster cannon reloading, or more cargo capacity.  Magical items can also be purchased from voodoo traders lurking in some of the dockside taverns. But beware - some items cause violent storms that drive you off course, while others increase the likelihood of encountering marauding pirate fleets.  As in the original Tradewinds, you can upgrade your ship and weaponry with your newfound wealth - and there is some strategy to help ensure your survival, such as choosing whether to flee or fight.  Lastly, some cities are defended by pirate forts.  If you defeat them, you are awarded valuable gems and access to the port governor, who will give you additional money and charm-earning opportunities.  

You can also play in "Free Trade Mode", where you have access to all ports and goods at once.  Trading strategy includes borrowing money, leasing warehouse space, and avoiding having certain goods seized by the authorities.  If you beat the game, you can unlock additional characters and even generate your own custom characters.

Graphics are colorful and attractive, although each port has a similar look to it - just different color buildings arranged differently.  Optional port animations, another new addition,  add some visual interest - a ship sails by, birds fly, a dog chases a pigeon.  The game utilizes a 320 X 320 screen area and doesn't take advantage of the Zodiac's wide screen.  The Caribbean music is nicely atmospheric (an Astraware hallmark), although it can become repetitive.  Turning it off or to very low volume isn't a bad way to go.

Touches of humor enliven the game.  Tavern keepers may comment unfavorably on your character's personal hygiene, or ask "Do you ever feel like this is all just a game?"  And watch for the occasional in-joke - "Threepwood's Tavern" for example.

The game is easy to install; it takes up less than 4.5MB and runs fine from an SD card.  A demo version gives you a virtual (alas, not real-time) 32 weeks' sailing time, enough to become thoroughly addicted.  The full version costs $19.95 at Astraware's website.  In addition, a Tradewinds 1/2 bundle is available for $29.90, a savings of $10 over the cost of purchasing the two games separately.

Highs and lows:

   Highs:  Addictive game play, replayability, trading strategy, and amusing dialogue.

   Lows:  Repetitive music; ports could have been made more individual in appearance.  Pirate fleets and forts are relatively easy to defeat once you reach a certain point in the game.

   Grade: B+

Discuss this article

© 2003-2006 Tapland. Site developed by hipnetic LLC.