Stronghold Warlords
Can the latest entry in the struggling series rebuild its strong foundations?
I tend to think that the series’ decades-long endurance despite often lukewarm player and critical reception speaks to an enduring hope that it one day goes back to that simple principle of building and protecting your castle against relentless waves of attackers – that maybe the next Stronghold will finally be the one to both take us back and move us forward.
Stronghold: Warlords isn’t that game. In fact, it’s the most sprawling entry in the series yet – largely abandoning the principle of building a feudal gauntlet for waves of enemies in favour of a more traditional RTS setup featuring larger maps and symmetrically placed enemy bases. In other words, it’s more Age of Empires than Stronghold, but without the technological progression, or scouting, or distinct factions, or scuffles over resources. It’s also set in the far east, where you pick from four historical real-life leaders of China, Japan, Vietnam and Mongolia.
The titular Warlords system is the twist here. Between your base and the enemy’s, there are several smaller estates on the map held by neutral warlords. Defeat these warlords, and they’ll join your side, sending you resources, letting your troops shelter in their mini-forts, and even launching attacks on your enemies.
It’s a decent idea in principle but falters on a couple of levels. Firstly, it means that your main keep which you so meticulously bolster with walls, ballistas, towers, hidden gunpowder traps and fire arrow launchers doesn’t see a lot of action. Most of your time in a skirmish will be spent scuffling over these warlord forts that you don’t have any hand in building or designing except for preset upgrades that you buy with diplomacy points. The climactic sieges do happen eventually, but they’re not at the heart of the game like they used to be.
A decent if generic strategy game that lacks the big personality and siegecraft of earlier entries.
Robert Zak