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TeAM YYePG

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Another big problem with the A.I. is that<br />

it tends to stand around while nearby<br />

allies are getting pwned.<br />

Sometimes it’s the little things that grab you:<br />

Note the fact that this pack of deer is led by a<br />

single stag, and check the nice water effect. If<br />

only the actual gameplay enjoyed the same<br />

amount of care.<br />

�<br />

�<br />

ed into a central stockpile, from which they are<br />

then picked up by the processor, taken to his<br />

shop, and used to create second-order goods.<br />

These, in turn, must be brought back to the<br />

stockpile and doled out to “end users.”<br />

Everyone must share raw materials, and no<br />

one can be given preference—kind of a Dark<br />

Ages version of art class. While this might be<br />

attractive for an anarcho-syndicalist commune,<br />

here it only makes long-term urban planning<br />

virtually impossible (you can’t know early on<br />

which structures should be located closest to<br />

the stockpile) as well as largely irrelevant<br />

(other than the stockpile, it doesn’t matter<br />

what buildings are next to each other).<br />

Stronghold 2 allows you to retain your towns<br />

and fortifications from mission to mission,<br />

rather than starting over with a blank slate.<br />

> In<br />

While this sounds sweet, it actually ends up<br />

being a major bummer, as your stockpiles will<br />

forever be closest to buildings that were important<br />

for the previous mission. And just to further<br />

oxidize your chain mail, there’s no way to shut<br />

down an individual shop if it’s sucking too<br />

many resources (which the shops closest to the<br />

stockpiles naturally will). Your only options are<br />

to raze the culprit building or shut down the<br />

entire industry in which it is involved. I can’t<br />

believe this amazingly lame design decision<br />

ever got past QA.<br />

KING FOR A DAY<br />

But hey, it’s not all bad news. While the A.I.<br />

may not be the smartest head on the pike,<br />

playing against other humans via multiplayer<br />

can be entertaining simply because they make<br />

the end, there’s just<br />

not enough fruit underneath<br />

all the rind.<br />

REVIEWS<br />

While the enemy A.I. doesn’t always thrill with tactical acumen, the<br />

uniforms at least make for colorful battles. The pink knight always<br />

triumphs!<br />

�<br />

THE COMFY CHAIR!?<br />

CRIMINALS IN STRONGHOLD 2 ARE<br />

(unfortunately for them) subjected to a<br />

very authentic reproduction of medieval<br />

law-enforcement techniques. Marcellus<br />

Wallace would be proud of the wide variety<br />

of options a lord has for getting<br />

medieval upon the asses of the slackers<br />

in his midst. Your “torturers guild” can do everything from slapping a humiliating<br />

donkey mask on a transgressor to introducing the back of his neck to<br />

a battle-ax. Hell, you can even force criminals to form human pyramids<br />

while your soldiers give the thumbs-up sign. No, not really. But the game<br />

deserves props for its willingness to treat medieval “justice” realistically.<br />

much more effective use of the diverse structures,<br />

defense mechanisms, and units. And the<br />

graphics, when they’re not lagging, are colorful<br />

and highly detailed, conveying a real sense of<br />

being there.<br />

In the end, though, there’s just not enough<br />

fruit underneath all the rind. If it’s an all-in-one<br />

medieval strategy game you’re after, just Alt-<br />

Tab really quickly between Medieval: Total War<br />

and Castles II—that’ll come closer than<br />

Stronghold 2 does. / Eric Neigher<br />

Lots of potential; lots of<br />

disappointment.<br />

VERDICT<br />

CGW.1UP.COM < 65

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