Kotaku’s impression of Wartales, a giant mercenary RPG for PC
fairy tales Currently in Early Access on Steam. It was developed by Shiro Games, the French studio behind Viking RTS Northgard. And it has been occupying a much my time this month.
There’s a lot going on in fairy talesa lot of influences are thrown into one pot and swirled around each other, so the best (or at least the most concise) way I have seen it described as “fairy tales is a medieval open-world role-playing game with turn-based combat in which the player leads a group of mercenaries.”
It’s basically mercenary management. With some fighting. And a story. It’s like the management side of XCOM supplemented the dietary and rest needs of a survival sim, then decided it wanted to go on a mini RPG adventure. I’ve heard people say that there are some mountains and tongues This. Others say this is very close to fighting brothers.
I can continue. But instead of continuing to confuse you and bury you in references to existing video games, please just watch this release trailer instead:
I’ve been playing this game all week, and—this part is important—what i played has been great. Turn-based combat, while not exactly platforming, works well enough. Your travels are filled with story-driven quests filled with morally ambiguous decisions, which anyone who’s played the adjoining medieval role-playing games will tell you, are the kinds of best decision. How to manage your team in a survival style, meaning everyone can die and you can hire replacements, too Fire Emblem, XCOM-y drag it always happens when a game hands you a (digital) person’s life.
Know why I’m loving the game, though? It’s that viewpoint. While the camera zooms in for battles and conversations, most of your time in Wartales is spent wandering around an isometric overworld, your party meandering their way through forests and mountain passes and lovely little rural laneways.
I am a fan of well proven isometric video games here, and this is one of the most beautiful things I’ve ever seen. That’s an entire game based on those scenes in Association of the Ring where you see people striding over mountains and grasslands. It’s the combination of lush scenery, slow pace and wide field of view that makes this game seem immenseIt’s like it’s a world so vast and full of possibilities that you’re about to get lost in it, but it’s also so weird and instantaneous with its concerns that you don’t mind walking around in rows. century for sightseeing.
It’s not like a level, a level or a map. It feels like a world.
I emphasized “what I played” earlier because, by many accounts of people involved in deeper fairy tales than me, everything that makes opening hour explosive—the feeling of open space, the constant resting and eating to keep your troops happy and breathing, the battles in the outer world other—starting to get a little tired later on.
Maybe it is, and when this game runs out of Early Access and I get that far, I’ll see if that’s really the case. But now, about 15 hours later, the open-ended task structure that allows you to take on contracts comfortably means that, for all its potential as an everyday waste tool, it really fits what has become It’s become a pretty hectic part of my life, when I’m able to join, complete a contract or two, set up camp, save the game, then visit again next time I get a chance.
fairy tales Now available on Steam.