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Sunday, August 7, 2022 8:08:30 PM

Northgard Review (Katsuni)

Pretty good overall, story missions are well done, skirmishes... are not balanced at all. Worth playing for single player, iffy for multiplayer.
The basic idea is you are vikings. You send scouts out to discover new territories of land with different resources in them, colonize the area at increasing cost, build a few buildings, and expand outward over time. You can win in a number of ways, though some are blatantly easier to win and lose by than others, and oddly these aren't the same.
So for example, it's fairly easy to lose by combat. If another clan has a stronger military than yours, they're probably going to steamroll you hard and once you lose your initial army, they can probably keep going and finish you off pretty easily and there's not much you can do about it. At the same time, actually winning via military victory is pretty difficult since it requires killing off absolutely everyone before they can meet their own win conditions, and due to the small numbers of units you have to work with, and how low your capacity for basics like food and wood are, to the point of bare survival levels, until you heavily invest in your economy, you simply can't wage wars on multiple fronts really.
This means combat is useful... but not really useful enough. It sucks if a heavy combat clan wants to kill you and you're going for something like a trade victory, or lore, but they've basically sacrificed the game if they went for full combat too, all they can do is bring someone else down with them basically. ...This makes it kind of annoying to fight AI opponents in skirmish mode for rather obvious reasons.
The different clans are neat... but some of them are blatantly far, far superior to others to the point where game balance is questionable that they ever really considered it as meaningful. A lot of it's kinda random too, like if you have a clan that's good at lore, but you didn't have any lore resources spawn near you... well, you're kinda out of luck. Not much you can do about it, either, short of aiming for something you're not really built to be good at. Sure, you can build runestones to increase your lore, but they take up the excessively precious limited slots for buildings on your lands, which don't really leave a lot of room for choice.
Like most territories can only support 3 buildings, and upgrade to a 4th slot. This isn't really great when you're pretty much forced to build farmland and a silo (or the equivalent) on any land that has a resource for such. You then probably also need a house on the land. You may notice this severely restricts your building options.
Fortunately you can upgrade buildings to be about 180% efficient! Buuuut that costs stone. For some odd reason stone is a very limited resource that takes a long time to mine and runs out quickly. Most buildings need 10 stone to upgrade, you may get 30 in a deposit that is a distinctly limited resource that doesn't come back. You can get a lore ability to reduce this to 8 from 10 but... it's still a huge bottleneck. If you focus hard on trade, you can fill any spare landspace with markets to generate money and buy infinite stone, but... as just covered, real estate is in rather limited supply as it is.
With progressively slowing population growth, increasing costs to expand and so on, your lands really won't get all that much bigger honestly, and even if you kick an enemy off some valuable resource site, you may very well just not be able to colonize it to take advantage of it.
Weirdly enough, this all seems to become a huge problem right about the time that the game should be over, so for the most part it's not an issue until the last 10-15 minutes of a match when everything starts causing problems and victory conditions are nearing completion and then you really have to worry about making the most of your land.
The different clan play styles are interesting, and you go through all six base clans in story mode and learn to use them. The DLC clans can do some pretty weird but neat things as well, so there's room to find what play styles you prefer, and there's probably a clan you'll like. The downside, other than DLC costs, is again the game balance is really... not great. At all. It kinda feels like you're expected to do some of everything but focus a bit more heavily in one thing, and most of the game mechanics push you down that road... except for the victory conditions, which kind of want hyper-specialization, which the game doesn't really do very well. This mostly ends up being about how efficient you can manage your territory, more than anything else, and just hope your win condition is slightly faster than someone elses', and that any combat-focused clans attack someone else instead of you since going heavy combat is almost a guaranteed loss but not going heavy combat is almost a guaranteed loss if you get attacked as well, making it really awkward.
The weird part is, I still recommend the game. It's still fun, it's still interesting, but Northgard's game balance and victory conditions feel like the most janky thrown together redneck hack job of a car with no floor and a sawed off barn door taped to the bumper to act like a sun roof. It... mostly works, but you're going to scratch your head wondering WTF they were thinking fairly routinely.
Other than that, it oddly feels fairly similar to Driftlands, of all things, with the rat clan being very, very obviously related to such with near-identical artwork, and a great deal of the game's mechanics being very similar. I tthink Northgard's the less pretty game of the two, but provides better combat. I'm not sure I can say which is the better game really, but if you like one you'll probably like the other.
Compared to well known RTS games? It won't stand up to Starcraft 2, nor Supreme Commander, and it won't be as good of a city building game as Tropico or City Skylines, but it's an interesting middle ground that's solid overall if a bit weird. It will also feel very vikingyish, so it gets bonus points for that as none of the others do that.