It’s a frustrating problem, the game isn’t built to truly support these unique factions but forcing them into a slow, siege based style makes this new entry feel like a skin pack of sorts, rather than a full fledged new and exciting variant. It exposes the games weaknesses, such as small maps, average path finding and some odd balance around defensive structures an siege units. Shoehorning these factions into a strict Stronghold style severely limits the scope of what makes those factions unique. Ultimately this clash of styles effects the entire game. Hit and run tactics they they famously used to great effect during the height of their power. When I think of Mongol forces, I think horse archers and mobility. Right off the bat, the change to the Mongol era clashes at times with the structure of Stronghold. Those time periods lend themselves well to huge fortresses and siege weaponry that fit the game and it’s premise. The series has seen quite a few incarnations over the years, always jumping around various eras but usually focused on medieval combat. Stronghold is all about building massive bases, tons of walls, static defenses and getting ready to defend and attack against like minded forces. It takes the games setting to Asia, with Mongols, Chinese and Japanese forces all vying for control.įor the uninitiated, Stronghold is an RTS that takes the turtle style and essentially turns that into a full fledged game. Stronghold Warlords is Firefly Studios latest entry in the long running Strongholds franchise.
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