It's a very odd design decision - not that focusing on medieval combat with fantasy units is a bad idea by itself, but the fact that the developers failed to improve the combat is a bit baffling. Stronghold Legends is a weird game in that it focuses purely on what the Stronghold series never quite got right: combat. Now we have attempt number four: Stronghold Legends, a rather bland real-time strategy game that shifts the focus away from "realistic" medieval castle building and purely historical units to a full-blown fantasy theme with Merlin, dragons, and huge, castle-destroying giants. Through the Stronghold Crusader sequel and the terribly buggy Stronghold 2, the series never quite took things to the next level. The idea was new, the setting was familiar and easy to get into, and it reminded gamers of classic medieval building games such as Castles. You can make the argument that the Stronghold series peaked with its first release back in October of 2001. A multiplayer option for up to four players is also available. There are 31 unit types available, along with a cornucopia of siege equipment and castle traps such as Werewolf Launchers, Infernal Balls, Stake Hurlers, Dragon Harpoons, and Magic Gardens. There are 24 missions across three campaigns, for play as one of three selectable races. Create terrain with three landscape types that can be used together in a single map, develop a blossoming city filled with gardens or heads on spikes, then defend your city from attackers waiting to loot and pillage your metropolis. In Stronghold: Legends, medieval lore comes alive with available heroes such as King Arthur, Count Vlad Dracul, and Dietrich von Hildebrand of Germany.
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