I booted up the preview build of Old World expecting a game much like something from the Civilization series. Probably not unreasonably, given that lead designer Soren Johnson is well known as having been co-designer on Civ III, and then lead designer on Civ IV, before starting his own studio, Mohawk Games, in 2013. And for sure, this game, which is about founding and growing an ancient empire, certainly looks the part. There’s hexes, and cities, and goats and crabs and the like scattered around the map, along with groups of spearmen towering above the trees.
But by the end of my first turn, I realised Old World was not a Civilization game at all, despite its looks. Which left a pretty major question: what was it? Scratching my head over the next hour, I saw elements of Crusader Kings-style “grand roleplaying”, resource-based cost/benefit calculations familiar from economic strategy games, and choice-based narrative elements familiar from interactive fiction games, all built onto a familiar 4X structure. In the end, after a few more hours of “one more turn” (it’s taken that much from Civ, at least), I could only conclude that Old World is entirely its own thing. And I like it very much.
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