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Gord

A prime argument for "less is more"

Gord's fatal flaw is its attempt to be both a traditional RTS and a settlement builder at once; this attempt at merging the two genres results in both being very shallow. On the RTS side, you have 3 units (technically 4), none of which are really designed to counter anything but instead to be generally useful, thus the only strategy is to combine melee and ranged units, unit composition is incredibly simple. On the settlement builder side, you have 3 needs to meet, all of which are easy enough that they never conflict thus a derth of meaningful decisions to be made. Sanity takes care of itself if you build an upgraded meadery, which workers will visit automatically, and attach a scout to your warband so they're never in darkness. Food and gold (why do we care about gold?) are also easy to obtain passively. There's also a fair amount of micromanagement, but only because your units have a habit of wandering into monster lairs unprompted. The story is at it's best when it's unintentionally funny. For example when Boghdan, the tribe's elder, laments his alliance with Colanthia, despite the Colantians having nothing to do with the crisis they were in; the villains being a completely unrelated faction and the sole Colanthian of any note literally just getting fed up and walking away (What was his plan?) halfway through the game. That was not a joke.Aside from that the first half of the game is just bad decisions (How were we going to extract gold from a place that doesn't even have consistent geography?) to justify the tutorials and the second focuses on arguments between the game's good and evil sorcesses (Lynx and Raven), in which Raven makes actual good points and Lynx responds with cheap platitudes about "balance" and "nature". For example, Raven describes an incident where Lynx allowed a rabbit to graze at their family's crops (thus compromising their survival) and Raven did Lynx's job by killing it and feeding it to her family.

8 gamers found this review helpful