The Guild 2 Game Trading Intrigue And Dynasty Building

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If, like me, you are a hopeless romantic, you probably spent more afternoons thinking about what life would have been like in the Middle Ages than you would like to admit. It’s the kind of escape that all geeks are guilty of standing in line at the supermarket. You ask yourself: would I be a brave knight of the Empire? A powerful baron of the earth milking his cash cow? A sturdy outlaw with a heart of stone? Now that the Guild II has been released, a game that thoroughly simulates medieval life, these questions can finally be answered! Or maybe you were hoping so when you read the box.

As always, the reality is not as complex as the infamous “realistic medieval life simulation” and the gameplay behind the Guild II is actually quite limited. For example, you can’t decide to be a knight or a hero, which I thought was a game in the medieval setting. Instead, as I quickly found out, Guild II is a game that really emphasizes the banal realism of medieval life, almost to the stench of the peasants. Immediately the player is forced to choose one of three types of traders (boss, craftsman or scholar) or instead be just a scoundrel. The only real difference in the gameplay between one of the classes is that the first three things are sold out, and the last ones are stealing things. Everything that goes beyond this is a purely aesthetic difference, which only affects the priorities that you have set in the RPG-Lite skill statistics system. Whatever you choose, you will continue to wander around a small town and click on people and buildings to pass on items such as walking sticks to NPCs. It doesn’t matter, because whatever you click on, you can generally be sure that the process will end with choppy animations and poor pathfinding – something for which there is no excuse in such small out-of-the-box game areas.
That brings me to Guild II’s biggest problem. simply put, the Guild II is a game that can’t really decide whether it’s a dedicated role-playing game or an RTS simulation, and instead chose both genres at the same time. Normally that would be a good thing, but in Guild II the two sides don’t mix well enough. To use a medieval metaphor, she looks like an inexperienced blacksmith who sat down and decided to design a new type of weapon:

“What I’m going to do,” he says, scribbling a sketch of his” masterpiece”, is to take the pointed tip of a sword–because they are so beautiful and beautiful-and place a piece of ax blade where the handle should be, because sharp pieces are so popular.”

Of course, everything is fine on paper, but the problem arises when someone tries to pick it up, and in the end there are no fingers left – that’s how you feel when playing. You have two promising elements that paralyze each other while trying to entertain you. Unfortunately, while the RPG side of the game has well-thought-out advantages and an attractive statistics system, it is atrophied by the fact that there is no place in the game where you can walk or explore it, since the gameplay mainly involves units in the same city over and over again. Likewise, the RTS side of the game isn’t bad in itself, but you cannever really focus on it because you’re too busy improving your character and marrying an NPC – hence my fingerless frustration.

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