A Sneak Peek at Going Medieval: Live Free or Die Hard
Going Medieval tries to blend Stronghold and RimWorld's effects with its own genuine framework of survivalism, adversity, and advancement. The game had just entered the early access stage on the Epic and Steam stores, and for a few second, it seemed like we were about to witness yet another viral success on its ascent to fame. However, given Going Medieval is still in its "bare-bones but lots of promises" phase, it would be quite unreasonable to expect another Valheim-type occurrence. The primary menu provides access to a comprehensive roadmap that shows the developer's wide unfinished route. Nevertheless, the game has a lot of promise.
A town building game called Going Medieval takes place in late medieval Britain. A small group of refugees who were fleeing the Black Death came together and made the decision to establish a settlement outside of places where the bubonic plague was rife. Our ordinary heroes grab the reins of fate with pride, carrying just the clothing on their backs, a few vital tools, and minimal supplies.
Ninety percent of life is logistics is a gaming mechanic seen in almost every colony simulator available today, a proverb that applies to both contemporary and medieval eras. In order to survive the harsh circumstances of their new home, our settlers will have to put in a lot of labor. Logging, mining, cooking, smelting, planting, reaping, and many other tasks will keep their little colony from going hungry or freezing to death during the winter. In addition, they'll have to protect themselves against sporadic raids by bandits and other militant groups targeting their community. Every now and again, even the wolves will ruin their lives.
However, you'll prioritize taking care of your food and shelter over everything else. The seasons, crop availability, and food perishability ratings are all expertly simulated by the game. Raw food degrades easily in the summer, so if you had the resources, you would have to store it underground or preserve it. For those long, leisurely summer siestas, researching "technologies" like pickling veggies with vinegar or smoking meat are wise choices. How awesome is that? This realistic and rigorous approach to managing the food supply was not something that many other games tried to do.
Eventually, you will finish a chain of supplies, crafting stations, and know-how by arming your troops with the armor, weapons, and garments you either build yourself or plunder from the corpses. Every task is automated and may be precisely adjusted and planned using the priority system. The interface for configuring them is sophisticated, user-friendly, and necessary to fully use each settler's abilities. Each game begins with a random selection of those skills, and each new member joining your community will have a unique rating for each supported activity. However, being a good archer and intellectual is highly valued since most other skills, including mining, cooking, and caring to plants, can be acquired fast via repeated practice.
There are presently many game modes in Going Medieval, one of which is non-violent and doesn't include raiders. One way to further modify games is to choose the village's location (valley, hillside, or mountains). This will affect a number of key elements and resources, most notably the quantity of rich soil and the availability of minerals. Although the campaign storyline is still there in some form, the majority of the information is either missing entirely or has placeholders in it.
My top priority among all the things that still need to be accomplished is animal husbandry. I'm not sure about you, but I find it difficult to imagine a medieval town without hens hopping about or cows munching contentedly on the next meadow. Houses do not have chimneys either. Is that how anybody lives?
In general, a very long list is made up of items that are still in development and waiting to be included. Apart from instinctively ministering to the injured, colonists still don't communicate with one another. There is no romance, no conversation, and nothing to indicate that we are dealing with actual humans. There is no childbearing or tending to the young since there is no mating or sex. RNG handles the youngster like it would any other adult, except in rare cases when it "allocates" you the child, as I had experienced in one of my games with the little refugee who joined the group. As soon as its pursuers knocked, I quickly dressed him with armor and a crossbow and set him on defense. Playing backgammon and worshiping to the wooden statue are the only forms of recreation and religion that remain. Furthermore, a lot of elements pertaining to regional interactions are just absent; commerce, diplomacy, or any other form of engagement exist with the adjacent villages, except for the possibility of being the target of their raiding party.
Although everyone romanticizes the Middle Ages as a period of bravery, religiosity, and heroic acts, Going Medieval attempts to capture the harsh reality of survival at all costs via logistical difficulties, and for the most part is successful in doing so. Since there aren't any kids dying from dysentery in this game, it's not as gloomy as Banished was, but only time will tell how the tone will evolve altogether.
Since there are so many fully formed, finished city-building games available for the typical player, you have to assume that the creators will adhere to their own roadmap and provide a finished product that is worth your time and work. Going Medieval itself simply exists for the time being as a promise of things to come.