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Title: Goblin Storm
Genre: Indie, Strategy
Developer:
Nemeton Singularity Simulations
Publisher:
Nemeton Singularity Simulations
Release Date: 19 Dec, 2017
Minimum:
English
As the developer makes various claims in their presentation of Goblin Storm (GS), decidedly to help persuade prospective buyers to purchase the game, I thought it appropriate to address the claims made.
"Goblin Storm fills the void between grand strategy and battlefield tactics."
ummm...not so much. In fact, not at all. In order to fill such a void, one would have to place a game in between grand strategy and battlefield tactics. Goblin Storm does not reside there. GS is more like Panzer Corps or Panzer General in a fantasy setting but with no career or campaign mode. You purchase your units for the stand alone battle about to occur, you place them, then you fight. It doesn't matter if units survive or even if you win or lose - each battle is an entire entity by itself with no connection to previous or susequent battles.
Thus, Goblin Storm is entirely battlefied tactics.
"Will you build a mighty kingdom and lead the armies of men to stand against the storm or will you command the goblin hordes in their quest for wealth and glory?"
Sounds awesome, doesn't it? Conjures up grand strategy and and nation building and campaigns and ongoing battles to stave off the evil goblins or bash the foul smelling humans from the face of Arcwellion, right? Wrong.
The only nation building you do is to select where you place your castles, towns and cities on one of the canned maps you play on. And again - the placement changes every map. Don't get the idea you will place your settlements then defend them over multiple battles. You don't. Every battle is its own stand alone, complete war, 100% separate from every other battle.
"Out-wit and out-maneuver your opponent in fast paced, simultaneous turns that reward strategy and deception, more than brute force."
OK, now this statement is true. Unfortunately, the high degree of truth in this statement serves to underscore the lack of truth in the first 2 statements - this game is all about tactics and nothing about grand strategy or kingdom building (or bashing).
So, if you are considering buying Goblin Storm, don't listen to the sales pitch of the design studio. Their perception of their game is nothing close to what it is.
The best way to decribe what you will get is what I mentioned previously: Panzer Corps or Panzer General in a fantasy setting with no campaign or carryover effects from 1 battle to the next.
You start by placing your cities, towns and castle if you are human, then buying your units, grouping them as desired within stacking limits, placing them on the map, then commence to fighting. Goblins don't get to place settlements. Whereas Goblins get "x" amount of gold with which to buy their units, the Human's amount of gold is modified by where they place their settlements. Placement of settlements also modifies the size of the local levy if a settlement is attacked by Goblins.
Humans are always the defender, Goblins are always the attacker. You can pick from 4 different types of battles: Gold (Goblins need to plunder gold from your towns), Relics (Goblins steal relics from your abbies - abbies you did not get to place, but appear randomly on the map), Slaves (Goblins pillage your towns and steal slaves), and Conquest (whomever holds the most settlements at the end of the game win). Or, you can pick Random and let Fate decide the goal.
Battles take between 1-2 hours, depending on how long you overthink your tactics.
If you choose anything other than Civilized setting for your battle, various creautures of the wild exist and can pillage, attack or otherwise mess up the well crafted plans of either attacker or defender or both.
PROS:
- A complete battle take under 2 hours.
- Variety of units let you fine tune your attack if playing the Goblins.
- Decent music.
- Decent opportunity to use tactics. The game feature an "impulse" system. Every turn is broken dowen into 15 impluses. This allows you to coordinate attacks between units, as you can instruct each unit to begin their attack on specific impulses.
CONS:
-Trying to discern what is happening as each turn plays out is impossible and frustrating as heck. After each side plans its turn, you press the Turn button and the results of the planning unfold. But in a mind boggling way. Unit markers randomly appear and disappear on the map leaving you clueless as to what actually just happened. Once the blinking in and out stops, you see crossed sword battle markers which you can click and see what happened in each engagement. The bizarre way battles are presented really takes a lot of the fun out of the game.
- Graphics are minimal.
- Gameplay is quickly mastered and within no more than 2-3 battles, you will win every time.
All said and done, if you like light games about tactics, especially if you like fantasy settings, this might be worth buying. But Goblin Storm is really a $9.99 game posing as something more complex.. Goblin storm is an operational level strategy game set in a fantasy realm. It's fast paced (a playthrought takes 1-2 hours) but has enough variation, throught different factions' playstyle and randomize objectives, that it never feel repetitive.
It's heavily focused on manuvering. As human (defender) you never have quite enough forces to be everywhere and as goblin (attacker) you cannot waste time and resources to smash the human resistance. Goblin storm defenitly gives you the "Barbarossa campaign" feel in a fantasy setting.
While the interface might lack some bells and whistles it doesn't gets in your way by becoming clunky and the bugs are ironed out quickly by the very active developers.
If you are looking for a strategy game that can be played in one session and with multiplayer capabilty, then Goblin Storm is the game for you. It's a very interesting and fun game, I honestly feel a little bit bad for giving it a negative review.
However, there are a couple of problems.
First of all, it crashed on me 2 times during my 4 playthroughs and I lost 2 of them. Not fun and the crashes were random.
Second of all, (and this is my biggest gripe with the game) there is no manual and the information on game mechanics is lacking. The tutorial explains the super basics, the tool-tips help a little bit but still not to the point where you know how to use them. What's the difference between attack and march? How are odds calculated? How is damage calculated? Why the hell did my units run away? Mechanics of control zones? How does scouting work? How do levy's work exactly? Why can't I click those levy buttons on the bottom at all in any of the towns? etc. etc. on practically every mechanic in the game. You're just left guessing which you shouldn't be at all in a strategy game.
Also the price is too steep for the amount of content right now.
Once a manual gets added I'll change this to a thumbs-up.
Dev suggestions:
Make a manual
Add an event log for every impulse in the replay like "Goblin horde fought humans at X and humans retreated" or whatever.
The UI is a bit crappy.. Goblin storm is an operational level strategy game set in a fantasy realm. It's fast paced (a playthrought takes 1-2 hours) but has enough variation, throught different factions' playstyle and randomize objectives, that it never feel repetitive.
It's heavily focused on manuvering. As human (defender) you never have quite enough forces to be everywhere and as goblin (attacker) you cannot waste time and resources to smash the human resistance. Goblin storm defenitly gives you the "Barbarossa campaign" feel in a fantasy setting.
While the interface might lack some bells and whistles it doesn't gets in your way by becoming clunky and the bugs are ironed out quickly by the very active developers.
If you are looking for a strategy game that can be played in one session and with multiplayer capabilty, then Goblin Storm is the game for you. It's a very interesting and fun game, I honestly feel a little bit bad for giving it a negative review.
However, there are a couple of problems.
First of all, it crashed on me 2 times during my 4 playthroughs and I lost 2 of them. Not fun and the crashes were random.
Second of all, (and this is my biggest gripe with the game) there is no manual and the information on game mechanics is lacking. The tutorial explains the super basics, the tool-tips help a little bit but still not to the point where you know how to use them. What's the difference between attack and march? How are odds calculated? How is damage calculated? Why the hell did my units run away? Mechanics of control zones? How does scouting work? How do levy's work exactly? Why can't I click those levy buttons on the bottom at all in any of the towns? etc. etc. on practically every mechanic in the game. You're just left guessing which you shouldn't be at all in a strategy game.
Also the price is too steep for the amount of content right now.
Once a manual gets added I'll change this to a thumbs-up.
Dev suggestions:
Make a manual
Add an event log for every impulse in the replay like "Goblin horde fought humans at X and humans retreated" or whatever.
The UI is a bit crappy.. This game has got great potential. At the moment there are only 4 maps (though randomised cities and village placement each time), and five factions, which will keep you occpied for some time. There are some UI improvements that need to be added. However the devs are active and taking feedback into account. They are also planning on expanding the game in terms of maps and factions. Really there is alot going for this game. It has unparalleled tactical depth and fills a nice niche between having great tactical combat while allowing for some interesting economical gameplay elements. You get to build towns and villages which affect how much money you have to hire your army with, but you need to balance between placing towns in lucrative, prosperous areas and placing them in defensible location. It also has coop so it can be interesting to play with friends (or against!).
You can play as either Defender (the Human factions) or the Goblins who are attacking. The Goblins have several objectives: conquest, slave raid, gold raid, and relic capture. The objectives are unknown to the defenders and through intellegence and scout reports the Humans have to decipher what the Goblins Objectives are. This always makes for a challenging game as the Defender is always left guessing to what the Goblins true objectives are and how to respond accordingly.
Ultimately Goblin Storm presents an original game and a fantastic addition to both tacitical and fantasy strategy games. The devs are transparent and are actively developing more free content and are open to suggestions..
As the developer makes various claims in their presentation of Goblin Storm (GS), decidedly to help persuade prospective buyers to purchase the game, I thought it appropriate to address the claims made.
"Goblin Storm fills the void between grand strategy and battlefield tactics."
ummm...not so much. In fact, not at all. In order to fill such a void, one would have to place a game in between grand strategy and battlefield tactics. Goblin Storm does not reside there. GS is more like Panzer Corps or Panzer General in a fantasy setting but with no career or campaign mode. You purchase your units for the stand alone battle about to occur, you place them, then you fight. It doesn't matter if units survive or even if you win or lose - each battle is an entire entity by itself with no connection to previous or susequent battles.
Thus, Goblin Storm is entirely battlefied tactics.
"Will you build a mighty kingdom and lead the armies of men to stand against the storm or will you command the goblin hordes in their quest for wealth and glory?"
Sounds awesome, doesn't it? Conjures up grand strategy and and nation building and campaigns and ongoing battles to stave off the evil goblins or bash the foul smelling humans from the face of Arcwellion, right? Wrong.
The only nation building you do is to select where you place your castles, towns and cities on one of the canned maps you play on. And again - the placement changes every map. Don't get the idea you will place your settlements then defend them over multiple battles. You don't. Every battle is its own stand alone, complete war, 100% separate from every other battle.
"Out-wit and out-maneuver your opponent in fast paced, simultaneous turns that reward strategy and deception, more than brute force."
OK, now this statement is true. Unfortunately, the high degree of truth in this statement serves to underscore the lack of truth in the first 2 statements - this game is all about tactics and nothing about grand strategy or kingdom building (or bashing).
So, if you are considering buying Goblin Storm, don't listen to the sales pitch of the design studio. Their perception of their game is nothing close to what it is.
The best way to decribe what you will get is what I mentioned previously: Panzer Corps or Panzer General in a fantasy setting with no campaign or carryover effects from 1 battle to the next.
You start by placing your cities, towns and castle if you are human, then buying your units, grouping them as desired within stacking limits, placing them on the map, then commence to fighting. Goblins don't get to place settlements. Whereas Goblins get "x" amount of gold with which to buy their units, the Human's amount of gold is modified by where they place their settlements. Placement of settlements also modifies the size of the local levy if a settlement is attacked by Goblins.
Humans are always the defender, Goblins are always the attacker. You can pick from 4 different types of battles: Gold (Goblins need to plunder gold from your towns), Relics (Goblins steal relics from your abbies - abbies you did not get to place, but appear randomly on the map), Slaves (Goblins pillage your towns and steal slaves), and Conquest (whomever holds the most settlements at the end of the game win). Or, you can pick Random and let Fate decide the goal.
Battles take between 1-2 hours, depending on how long you overthink your tactics.
If you choose anything other than Civilized setting for your battle, various creautures of the wild exist and can pillage, attack or otherwise mess up the well crafted plans of either attacker or defender or both.
PROS:
- A complete battle take under 2 hours.
- Variety of units let you fine tune your attack if playing the Goblins.
- Decent music.
- Decent opportunity to use tactics. The game feature an "impulse" system. Every turn is broken dowen into 15 impluses. This allows you to coordinate attacks between units, as you can instruct each unit to begin their attack on specific impulses.
CONS:
-Trying to discern what is happening as each turn plays out is impossible and frustrating as heck. After each side plans its turn, you press the Turn button and the results of the planning unfold. But in a mind boggling way. Unit markers randomly appear and disappear on the map leaving you clueless as to what actually just happened. Once the blinking in and out stops, you see crossed sword battle markers which you can click and see what happened in each engagement. The bizarre way battles are presented really takes a lot of the fun out of the game.
- Graphics are minimal.
- Gameplay is quickly mastered and within no more than 2-3 battles, you will win every time.
All said and done, if you like light games about tactics, especially if you like fantasy settings, this might be worth buying. But Goblin Storm is really a $9.99 game posing as something more complex.. The game is a wargaming labor of love. Check it out as its pretty cool. The developers seem to support the game.. This game has got great potential. At the moment there are only 4 maps (though randomised cities and village placement each time), and five factions, which will keep you occpied for some time. There are some UI improvements that need to be added. However the devs are active and taking feedback into account. They are also planning on expanding the game in terms of maps and factions. Really there is alot going for this game. It has unparalleled tactical depth and fills a nice niche between having great tactical combat while allowing for some interesting economical gameplay elements. You get to build towns and villages which affect how much money you have to hire your army with, but you need to balance between placing towns in lucrative, prosperous areas and placing them in defensible location. It also has coop so it can be interesting to play with friends (or against!).
You can play as either Defender (the Human factions) or the Goblins who are attacking. The Goblins have several objectives: conquest, slave raid, gold raid, and relic capture. The objectives are unknown to the defenders and through intellegence and scout reports the Humans have to decipher what the Goblins Objectives are. This always makes for a challenging game as the Defender is always left guessing to what the Goblins true objectives are and how to respond accordingly.
Ultimately Goblin Storm presents an original game and a fantastic addition to both tacitical and fantasy strategy games. The devs are transparent and are actively developing more free content and are open to suggestions.. The game is a wargaming labor of love. Check it out as its pretty cool. The developers seem to support the game.
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