Preview of Going Medieval – a worthy RimWorld copycat Review

An engaging medieval settlement simulation Going Medieval was released in the middle of summer, and was available in the early stages of access to Steam. We’ve finally had a chance to play the game’s unique features and are eager to share our experiences in a short overview.

  • Producer: Foxy Voxel
  • Publisher: The Irregular Corporation
  • Please note: June 1, 2021 (early access)

Since the very first beta version of Dwarf Fortress, urban survival simulators have held a particular spot in the heart of the fans of games with indirect control. Many similar games have been released since the early 2000s. However, the most impressive representation of the genre was the very first work of a tiny Canadian indie group Ludeon Studios, titled RimWorld.

An easy-to-learn sci-fi sandbox for beginners with an amazing amount of flexibility caught the attention of a large number of players, which naturally led to the development of games by authors who borrowed specific features or even the style of RimWorld in the hope of creating something that would stoke excitement among the genre’s vast fan base.

The developers of Going Medieval drew inspiration from the genius of Ludeon; they also openly copied the majority of the interfaces and mechanisms by reinterpreting the game in a medieval style. It’s not likely that Foxy Voxel would have valuable anything if they hadn’t decided to add some unique aspects to their game. This is precisely the topic I’ll be talking about in this preview; If you’ve played Ludeon, you’ve already heard all you need to know about Going Medieval, and if you haven’t, it’s time to get acquainted with RimWorld.

What’s the purpose of the game?

What happens in Going Medieval unfolds in the vastness of the British Isles among lands just beginning to explore by the first colonists. Instead of the narrator, who in RimWorld is the one responsible for the creation of randomly occurring events, RimWorld offers three possibilities, one of which is peaceful, where players can focus on building and taking care of Wards; standard, with cataclysms and raids the progression of the player will determine the level of difficulty. The survival of frequent and every ever more dangerous attack.

The player can also select the level of difficulty of the game, which ranges from extremely easy to extremely difficult, at the beginning of the game’s setting – with a prologue that outlines the circumstances that brought your players into the valley. In the present, two stories are the basis of the game: “New Life,” where a group of three settlers escapes infested lands to the wilderness and “Lone Wolf,” where one immigrant, without shelter or food, is trying to survive the harsh winter.

The third option is to write your own story, literally. You create the title, a brief description, and an introduction displayed on the start screen, and you decide on the season and the number of participants or resources you’ve investigated.

The characters are in Going Medieval, as in RimWorld can’t be made. Instead, they are generated randomly via a roll of a die-randomizer. However, by defining their own rules, players can determine future settlers’ height, age, and weight limit. They also can choose to have a certain proportion of women and men alter their preferences and select the most attractive habits. In short, limit the range of randomizers to those that are acceptable to the players’ eyes.

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An assortment of random numbers generates the map. However, players cannot, like in RimWorld, explore the world ahead of time and then make a settlement on any hex he chooses to. In the game Going Medieval, you choose from three areas that have been created from scratch and differ from one another in the type of terrain. They have mountain ranges with high minerals, valleys with fertile lands and slopes, and everything between.

In RimWorld, the settlers all have their past, which affects their lives in some way or other characteristics that can be positive or negative, as well as skills that have predispositions and various levels of development. Most of them are derived from the world of Ludeon, such as marksmanship melee, botany, cooking, mining construction, and more. It’s nice to have an overview of the group’s capabilities in the character editor that shows the full potential of your future settlers on graphs.

The colonists will be hunting and gathering the berries, mushrooms, and wild herbs, and will learn about the mining as well as a variety of crafts, construct comfortable homes and chisel furniture for them, plant fields, and arm them with weapons to chase away any enemies that might invade their territory. They will study and practice their craft, observing the timetable and priority that the player has set, and eventually, the settlement will start to accumulate prosperity, expand and prosper and expand its influence throughout the region, consequently making the player’s victory closer.

What I loved about

  • When playing Going Medieval, you can play voxel-based graphics that feature gorgeously created lighting and weather effects, cloud shadows, falling foliage of trees, and water drips from surfaces when heavy rains are falling. In the video game, your camera will not just zoom in but also tilt to view the entire area in great detail. The drawing is exact;
  • In contrast to RimWorld, a two-dimensional game, RimWorld, Going Medieval has several worlds you can swap between, similar to the classic X-COM or Xenonauts. The game lets you construct buildings with multiple floors by strengthening the walls using special ladders and beams. Archers on higher ground can cause more harm to enemies. In addition, food lasts longer when you dig the cellar.
  • The game provides a different research method. To access new possibilities in the technological tree, a settlement has to be able to provide enough dissertations, chronicles, or textbooks. The wards of the player, who are assigned as scribes, make these books using a particular table. The player doesn’t spend the books on research but allocates a quantity to allow access to the latest technology. In this manner, almost all the knowledge of the settlers is taken into physical form in the form of books, which need to be kept somewhere to safeguard it from the invasion of weather and enemy forces;
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  • Most settlers who are Going Medieval are devout people who adhere to certain religious beliefs. To accommodate their requirements, players must construct the Sanctuary of the Fellowship of the Oak or the Altar of Retribution. Prayer Stones can be positioned wherever, and you could create separate sanctuaries for the stones.
  • Now and then, Going Medieval will have random events with choices that could have consequences for your children. For instance, on the 10th day of spring, a chained girl walked out of the woods towards our camp. She was whispering about religious fanatics and her back covered by the wounds that torture weapons typically leave. Suppose we allowed the person to our home and incurred Inquisitors’ wrath. The second time the day she showed up, the next day when armed guards were seen on the trail of the fugitive, The game offered us the chance to pursue the girl or hand her over to the authorities, and refusing to surrender would result in attacks on our village but also encouraging its inhabitants to fight back.

What I didn’t enjoy

  • Some of the features in Going Medieval work properly; however, the developers have been honest about this within the intro. Some bugs can create an extremely negative impression. For instance, the light results of the settlements and objects appear incorrectly for some reason. They can be difficult to understand if you’re trying to identify an area for the creation of a new field or storage area
  • The game can be used to take off tree hats and create transparent roofs. However, it is not working because the purpose of concealing walls of houses is not being utilized. This means that you must descend to the ground level to observe what’s happening at the ground level of a two-story building or place an object inside it or vice versa. you must take it up to the upper the floor to check out what’s happening on the second level;

  • Foxy Voxel hasn’t borrowed his healing method from RimWorld, in which you can identify specific sleeping quarters as sick and send a colonist injured to recuperate. If you play Going Medieval, your ward can lose blood and barely walk, but he will continue his work until he has lost his energy and falls asleep on his own. It is only possible to continue working with a nearby living neighbor who has healing abilities to treat the injuries.

Are they worth the effort?

You must be aware. Even though Going Medieval is almost a replica of the original RimWorld regarding gameplay, The game has an entirely different setting, numerous new features, a beautiful visual style, and a good road map.

You probably already know that every session of a game like this tells an individual story co-created by the participant by a random chance. Therefore, why not create a couple of or three historical tales about European colonists, instead of travelling to outer space?


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