Well, it's not a total failure, but here is where this game fails to shine, leading to constant frustration. Blizzard improved this aspect of resource challenges with predictably pre-sized crystal and gas deposits. In Stronghold, mine resources are critical in the early game, but become unnecessary in the later game. These unit-by-unit inventory upgrades were an approach not later taken (in the same unit-by-unit manner) by Blizzard. In addition, it (sort of) has individual unit inventories of things like magic weapons, armor upgrades, magic rings, mirrors, and so on. This game has a great many elements that we'd soon see in the 1994 release of Warcraft: Orcs and Humans. I felt vaguely ill, like a mental hangover, the next day. I played most of that in a single day, from about 14:00 to about 04:00.Īfterwards, I saw city blocks in my dreams. Afterwards.well, we all know how that turned out. It was firmly in the realm with the light pen and paddle controllers. Previous to this, to us a mouse was just a doodad, maybe nice to have but not necessary. My friend who also loved DOS games came over, saw me playing with a mouse, and was convinced. Moreover while fully playable with the keyboard, and I certainly did, it's the game that made me see the utility of a mouse and I finally went out and purchased one. So freaking detailed and well done, and a great manual that explained it all and taught you about history along the way. Units being sent off, finding good land in the countryside, and deciding, "screw this getting killed for some king who thinks we're deplorable - we're going to settle here and make the land bloom." A world with factions of giant bats whose fortress is a cave, evil clerics with undead, and unstoppable wights that can only be harmed by mystical weapons is pretty cool. I find myself really liking the premise of the game.
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