STEAM GROUP
Hear, Peek, Grab! H P G
STEAM GROUP
Hear, Peek, Grab! H P G
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IN-GAME
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Founded
3 June, 2019
Language
English
Full Review: Northgard
I spent some time going into why I liked this game so much and figured this is a good place to post this review I had written previously

Overview:
I am a big fan of all different kinds of strategy games (RTS, 4X, Turn based) and I really enjoyed Northgard. It has a nice aesthetic, simple but fitting music and a good single player campaign designed to introduce all the basic mechanics and differing clan types. Most games take an hour on the medium map. I'm not a huge fan of charging for new clans but such is a sign of the times and they are a smaller studio so I can understand, it's not a big mark against the game.

You control villagers produced by your town hall and assign them various roles by building structures and assigning (or re-assigning) a villager to work there turning them into a woodcutter, farmer, healer, loremaster, soldier, etc... Gameplay consists of managing your clan year by year through generating enough wood and food to survive, expand and develop your structures and survive the sometimes harsh climate and yearly events that can throw your plans for a loop, forcing you to adapt.

Different routes to victory mean you can play defensively and focus on trade or research to win or varying combat bonuses (from the different leaders, technologies and new combat research trees) support different syles of offensive play from subterfuge, hit and run to attrition or overwhemling tankiness. Nothing comes for free though, training army takes villagers and gold, and gets expensive as your forces grow meaning less villagers and workers to sustain your people so choose wisely when getting aggressive.

A note on warfare: the game features smaller skirmishes instead of large army clashes: your forces will consist usually of 8-14 soldiers of different types with some unique warlords and occasionally a neutral faction mob. You can split your forces into smaller groups but there are no control groups to support that style so you'll be jumping around with the minimap a lot (hopefully the devs add this eventually).

Gameplay:
There seems to be less of a "build order race" like in more popular games like starcraft 1/2. How you play is partially determined by what tiles surround you and how you choose to spend your resources (Food, Wood, Gold, Lore), Victory can be achieved even through exploration and colonization of tiles meaning you might not even need to draw blood to be victorious. The game gates you by limiting the number of buildings per tile (unless you choose to invest some hard earned gold) forcing you to expand if you want to keep growing, but the increasing costs of food for larger clans means each investment requires consideration even in the later stages of the game.

How you choose to divide your time and energy between exporing, colonizing, attacking, developing technology & resources, interacting with neutral factions and fighting off monsters that wander the maps all mix together every time I load up a new game means I don't tire of the gameplay. Little touches like nice voicework on units and good animation on your units provides a great bit of polish onto an already solid game. The devs have even released a new mapset featuring more aggressive and hostile environments and new yearly events if you prefer a faster-paced style of gameplay.

tl;dr:
It's a norse-themed, fun and new take on RTS that has you spinning a few plates to stay ahead of your opponents, lots of different paths to end-game and many different victory conditions mean it doesn't get too stale. I liked it and if you like RTS I think you will too.