The Guild 3 is a dreary Middle Ages review
Games

The Guild 3 is a dreary Middle Ages. review

In the late medieval backyards, neat cobblestone streets of cities and dusty lanes outside the walls of politics, there is a daily hustle and bustle as everyone strives to find their place under the sun. There are social elevators in the world of The Guild 3, and through hard work, skillful process optimization and a few bribes, yesterday’s ragged serf has every chance of becoming a respected representative of the aristocratic cohort, whose dynasty will inspire admiration among commoners and commoners Envy of other prestigious houses. But the higher we climb, the more difficult it becomes to stay on top, and the reason lies not in the intrigues of hateful critics, but in the viscous monotony …

    Views of medieval towns - perhaps the most successful element of the project

Types of medieval cities – perhaps the most successful element of the game

Everyone works for money

The climb to success begins with the choice of playing conditions. Before starting the game, we have to determine the appearance of our ward, the company colors of the dynasty and of course the city (and actually the scenery) in which we have to advance. We seamlessly transition from external components to practice. For example, starting capital and position in society – whether you start out as a poor man with a few pennies in your pocket or as a city dweller with some kind of capital. And while there’s no need to start from the bottom (and explore the fascinating world of begging), it’s actually a lot more fun to break through from the bottom.

It is also worth deciding on the conditions for victory: whether it is about gaining absolute power over the region, obtaining an unpredictable fortune, or, for example, outstanding economic achievements. But the most important choice ahead is the starting skill, which will determine our calling in this world. Fishing or farming may be preferred, if you want to feed the townsfolk, medical services are assigned to herbalism, and handicrafts to pottery or copper processing. And in The Guild 3, a range of “free” professions are introduced: minstrels, gravediggers and robbers!

    The characters have parameters that are more appropriate in an RPG.  Here the impact of traits on gameplay is barely felt, although hinted at by numerical increases.

The characters have parameters that are more appropriate in an RPG. Here the impact of traits on gameplay is barely felt, although hinted at by numerical increases.

Profession determines which buildings are available to you (whether it’s a tavern, infirmary or bandit camp), as well as which abilities open up a huge talent tree as your social status rises. There are both starting talent improvements and gaining additional skills. Suppose a coppersmith can be retrained to become a woodworker, a miller to become a baker, an herbalist to become an apothecary, and a minstrel to become a lansquenet unexpectedly.

But business from craft to craft is not very different. The chains of action and general principles are similar for everyone: we build a profitable business, hire employees and carriers who will be responsible for the sale and availability of everything necessary in warehouses, and occasionally monitor the condition of employees and the building and also Make sure the list of tasks isn’t empty (although you can just type “automatic”). And, of course, if we buy hard money and eloquent influence (we’ll come back to this resource) for such a coveted place in the higher tier, then we’re actively expanding and increasing production capacities.

    Branding can be entrusted to a name generator, or modern marketing hits tested on a medieval society

Branding can be entrusted to a name generator, or modern marketing hits tested on a medieval society

Guild of Bored Craftsmen

The beginning of the journey from dirt to respected feudal lords is really compelling, but midway through the game we’ll hit a depressing fact: boring. Corporate governance does not involve cunning maneuvers or subtle calculations. Instead, a sequence of the same actions, over and over again, only the scale changes and fires and other disasters in our buildings become more frequent.

A separate disappointment will be the absolute futility of different professions: that a hardworking baker, that a ruthless thug are all the same. In terms of organization and management, as well as in terms of our position in society, the path we have taken is practically irrelevant. The world of The Guild 3 doesn’t really care about how we make a living. And that’s not some fun game convention, it’s the usual stubbornness and naivety of Incarnation, which becomes even more apparent when you delve into other mechanics.

    In the market you can buy accessories that emphasize high social status and give certain useful bonuses.

In the market you can buy accessories that emphasize high social status and give certain useful bonuses.

Quite archaic and simply questionable features we encounter away from everyday craftsmanship. For example, to prolong the life of the dynasty of our wards, you need a spouse. You must look for a partner yourself and also mentor him (in the lists of suitable candidates). And completely mechanically, by clicking on the best of the available options in the dialog boxes. In a few minutes we will already be going to the wedding and, of course, the creation of heirs. All this was reminiscent of The Sims, but if such conventions looked organic in the cult life simulator, then everything here looks ridiculous and ridiculous. And it’s hardly entertaining.

It’s also not fun to influence. From honest work it drips a teaspoon per hour, so you have to earn a valuable resource manually – through idle bragging, bribing officials, speaking from the podium or, for example, traveling on a trade mission to distant countries. However, the most effective way is the massive construction of residential buildings, since simple minted currency will be enough in abundance after an hour of gameplay. All this is done in order to gain a new social status that opens up new technologies and frontiers of production. And so – in a circle until the winner.

    If the local interface seems archaic to you and the game notification system is overloaded, then we hasten to assure you: it doesn't seem to you

If the local interface seems archaic to you and the game notification system is overloaded, then we hasten to assure you: it doesn’t seem to you

In a good strategy project, learning the intricacies and understanding the tricks becomes the starting point to move on to the “right” game. But not here – the better you understand The Guild 3, the duller it gets: all local planning amounts to a mundane repetition of the same straightforward cycles and actions that don’t require a shred of strategic planning. The only serious test for the player in this situation will be the struggle with uncontrollable yawns and a terribly cumbersome and uncomfortable interface, as if stuck at the beginning of the century.

The game itself conveys greetings from the past with all its essence – mechanics, game genre features and even animations. It is therefore difficult to shake off the feeling that this is still a prototype that has yet to develop the first data and has to achieve a digestible look and depth of play before the release. One caveat: We have a completed project in front of us that has been in Early Access since 2017…

Advantages:

  • quite exciting first hours of the game;
  • good visual representation of medieval towns.

Defects:

  • terrible straightness and repeatability of gameplay;
  • apparent ignorance of game mechanics;
  • rather inconvenient interface.

graphic

Visually, The Guild 3 has little to surprise. However, the charm of the streets of medieval Prague, London or Paris with their architectural features is conveyed very convincingly. Yes, and natural conditions – a fire in the fall or, say, a snow haze in the winter turned out well. We generally do not recommend you to zoom in on the camera to see the characters and their animations.

sound

The musical content is typical and uncomplicated “medieval” melodies for the entourage, nothing more.

But the sound design will definitely stick in your memory: frequent, sharp and incredibly annoying sounds of nature and the world that will literally force you to turn the volume down to zero.

single player game

A simple and quickly boring economic simulator that probably won’t appeal to fans of the genre.

Estimated travel time

A game lasts an average of six to eight hours, but even that is likely to be given up before the final. What can we say about the potential for multiple sessions – it’s not.

collective game

The Guild 3 features both cooperative play and play against other players. The network lobby is surprisingly not empty!

overall impression

Chaotic and rather clumsy, The Guild 3, despite the full version, still feels like an Early Access project with a lot to remember.

Rating: 5.0/10

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About the author

Alan Foster

Alan Foster covers computers and games and all the news in the gaming industry.

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