Kingdoms and Castles by developer and publisher Lion Shield,LLC—Microsoft Xbox Series X review written by Nick with a copy provided by the
publisher.
Estimated reading time: 4 minutes
Kingdoms and Castles is one of those titles I hadn’t heard
much about but has turned out to be a very pleasant surprise as what I can only
describe as a sort of laid-back city building simulation experience. It took me
a bit of time to wrap my head around a few of the mechanics, but once I got
going with it, Kingdoms and Castles was a smooth, enjoyable experience.
Right off of the bat, it’s clear that the devs give you a
decent amount of control over your experience. You can choose how big your map
is, how many opponents you want and even if you want aggressive opponents or
not. While it’s somewhat standard stuff in a lot of games like this, it’s still
handled well and frankly I appreciated having the opportunity to learn the game’s
mechanics without the stressors of competition right out of the gates.
That was probably the right call for me as well, as
initially I didn’t really know what I was doing. There’s brief bits of tutorial
that pop up here and there, but Kingdoms and Castles didn’t go holding my hand
through the early rounds of gameplay. I chose where to create my castle and
then highlighted a big chunk of woods and watched my people go about chopping
it down. Once I had lumber, I started to lay out buildings that I wanted and
grew at least a little puzzled as one process began and the other seemed to
halt. I then found the menu that allowed me to prioritize which kinds of work
my people were doing, and to control how many of them went into a particular
area of focus. For example, I can send the entirety of my kingdom off to chop
down trees, but then who is going to build the homes, tend the orchards and
perform other tasks as needed?
Kingdoms and Castles is similar to other city builders in
that resource management is key, but there’s an additional layer of resource
management in your people management as well. It felt a bit finicky early on as
I had a handful of bad experiences: flooding took out some farming plots, a
fire ruined some buildings off at one end of the land and I couldn’t seem to
get my people focused on the things I wanted to prioritize – at first.
Because I had chosen the enemy-less route right off of the
bat, I learned how to balance things pretty well… or so I thought. Admittedly
though, things began to run a bit stale as my only real obstacle seemed to be
citizens who were never really content. Give them a home, and then they want
food. Feed them and then they want churches and festival grounds and a variety
of other things that I gained access to as I steadily ramped up the number of
people I had doing different things, unlocking new types of technology and
structures along the way. I then decided it was time to spin this up again,
with some proper antagonists. I won’t go into great detail, but I’ll say that
the gist of it is: I had plenty more to learn.
The thing is, I kept playing. I wanted to learn how to do
more. Kingdoms and Castles is nowhere near as densely designed and complicated
as some of the city builders out there like Civilization 5, and that’s okay.
There’s a simplicity to the visuals, music and interface that compliments the gameplay
and creates a sort of pleasant harmony throughout the experience. It doesn’t
have the tactical depth of a lot of other titles in the genre, but in a way,
this was perfect for me during my vacation time because it was easier to learn
without some of the frustrations that can come with the genre during the
earlier learning periods. I screwed up early on, but seldom felt frustrated or
that the experience was cheap and unfair.
Kingdoms and Castles does have some room to grow. The AI is very
artificial but seldom very intelligent. Over a handful of different games, it
felt like the same patterns emerged both in how they interacted with me and how
they went about building up their own kingdoms. There’s a behind the scenes
script at play here that the computer generally sticks to. That’s not a bad
thing necessarily as it seems well-balanced and makes the gameplay experience
enjoyable, but it does tease into that concern that long-term, Kingdoms and
Castles might feel somewhat shallow compared to its contemporaries and the shelf
life of the title could be shorter than them.
If I had to sum this title up in a word, I'd go with: Charming. Kingdoms and Castles is a fun experience
that works surprisingly well with a controller on a console. There’s plenty to
do and learn, and while the depth of systems and presentation didn’t blow me
away, the key here was that I by and large enjoyed my time with the title.
There’s a somewhat more relaxed pace to be had here, and that suited me just
fine as I found hours melting away rather effortlessly.
Score: 7 / 10
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