But the main thing is learning something from the experience, whether it’s a good lesson or a bad one. This is the game’s way of encouraging you to try new things, be open to new possibilities, take risks. On your travels, you’ll also come across some interesting relics and artefacts but no explanation of what they do and how you need to interact with them. Once they take your crown, it’s over and the game starts anew. Overtime, as the days pass and your presence grows, you’ll notice you’re not alone and are often thwarted by goblins and other-worldly beings who seem desperate to attack you, your people, and your newly crafted fortifications. Money gets spent really quickly, though, and you need to be careful as it’s in limited supply despite how much you see at the beginning. You pick up a few stray coins and then start the initial foundations of a base by building towers, spikes, and weapons for your people to defend the realm. It starts out as a Rogue-like, and you’re guided through the tutorial stages by your dead predecessor who appears to you as a ghost. As monarch, you build up and establish a kingdom by recruiting men and women for arms and craft, all while trying to figure out where you are and what your purpose is. The core of the game, though, is side-scrolling from left to right on horseback, keeping a close eye on the environment around you. Learning what the game is about, what you have to do, how you achieve your goals. Then you’re on your own.Īnd that’s important because a massive part of the Kingdom: New Lands experience is discovery. You’re told to collect money, how you can spend that money and who you can spend it on. You get a brief tutorial at the start of each run. And even heavier is the one that gets lopped off because they didn’t know what they were doing.
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