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Tags: Alexander Dergay; Aterdux Entertainment; Legends of Eisenwald
Legends of Eisenwald, the turn-based strategy/RPG influenced by the original King's Bounty and Disciples 2, was one of the earlier success stories of Kickstarter that we covered here at RPG Codex. A little while back, we were given a closed beta copy to preview the game for our readers, so I snatched it and did just that.
Here's a lil' bit from the preview:
Besides the actual preview, I also asked Aterdux' head Alexander Dergay a few questions regarding their experience with using Kickstarter:
There's more in the preview!
Read the full article: RPG Codex Preview: A peek at Legends of Eisenwald
Legends of Eisenwald, the turn-based strategy/RPG influenced by the original King's Bounty and Disciples 2, was one of the earlier success stories of Kickstarter that we covered here at RPG Codex. A little while back, we were given a closed beta copy to preview the game for our readers, so I snatched it and did just that.
Here's a lil' bit from the preview:
Besides castles and towns, you'll come across taverns, mills, graveyards, bandit hideouts, smithys and more. However, these locations don't always offer anything of interest. In fact, some locations appear to be completely uneventful. Also, a tavern could for instance at one point offer little more than gossip, and at another point (later in the scenario) offer a quest. This could very well be because its a beta, but perhaps many of the locations are meant to be little more than scenery.
You will also come across NPCs wandering the map. Although these NPCs are rarely more than guards and patrols, they help make the world feel a little more alive. While the writing may not be the game's strongest point, the gossip in taverns and the NPC interactions can be quite funny, albeit a little silly at times.
The combat of Eisenwald is initiative-driven and turn-based. This means that units will take their turns based on unit type and equipment. For instance, a ranged combatant will act faster using a longbow than a crossbow. Heavy armor also seems to burden the initiative of units. But, movement is not affected. This is because every single turn in Eisenwald requires an action. You can't choose to move somewhere specific and then end the turn without doing something. Instead, you must choose a target to attack, and your unit will automatically move there and do so. That is, unless the path is blocked by another unit. The only alternative is to skip the unit's turn entirely. This rather simple approach doesn't mean that there is no tactics involved, or that you can just click wherever and be victorious. In fact, combat feels very volatile in that any one unit may suddenly mess things up completely, and your initial positioning of units and how you use them will greatly affect the outcome.
You will also come across NPCs wandering the map. Although these NPCs are rarely more than guards and patrols, they help make the world feel a little more alive. While the writing may not be the game's strongest point, the gossip in taverns and the NPC interactions can be quite funny, albeit a little silly at times.
The combat of Eisenwald is initiative-driven and turn-based. This means that units will take their turns based on unit type and equipment. For instance, a ranged combatant will act faster using a longbow than a crossbow. Heavy armor also seems to burden the initiative of units. But, movement is not affected. This is because every single turn in Eisenwald requires an action. You can't choose to move somewhere specific and then end the turn without doing something. Instead, you must choose a target to attack, and your unit will automatically move there and do so. That is, unless the path is blocked by another unit. The only alternative is to skip the unit's turn entirely. This rather simple approach doesn't mean that there is no tactics involved, or that you can just click wherever and be victorious. In fact, combat feels very volatile in that any one unit may suddenly mess things up completely, and your initial positioning of units and how you use them will greatly affect the outcome.
Besides the actual preview, I also asked Aterdux' head Alexander Dergay a few questions regarding their experience with using Kickstarter:
Legends of Eisenwald, being an early adopter of the Kickstarter model, explored unknown territory with their campaign. When I asked Alexander Dergay how they prepared, he answered: “I think our success at Kickstarter was a combination of a lot of preparation and certainly a bit of luck.”
“Before our campaign on Kickstarter, we didn't know much about how it all worked and there was very little information available - no postmortems or other articles on how to do a campaign for a video game on Kickstarter.”
“Before our campaign on Kickstarter, we didn't know much about how it all worked and there was very little information available - no postmortems or other articles on how to do a campaign for a video game on Kickstarter.”
There's more in the preview!
Read the full article: RPG Codex Preview: A peek at Legends of Eisenwald