|David Masters / Nightwolf
\"Troezan is a city of growing things... but little else. Bring it to greatness.\"
8 episodes, Moderate.
|Author||Reviews ( All | Comments Only | Reviews Only )|
A standard Nightwolf production, this non-military offering casts you as the leader of a new version of Troezan, an agricultural city previously destroyed by several earthquakes. (Gulp...)
While the lack of elite housing has its own problems, it also saves you the need to build up a massive city to support said housing on top of the rest of your city. Indeed, based on your playing style, your population may not end up much higher than that required in the penultimate episode. This is fortunate indeed, as a series of disasters (including earthquakes)- plus one quest- throughout the adventure takes away much of your available real estate. The adventure as a whole is eminently playable, though you may need to replay an episode (or even the entire adventure) if your city planning goes awry. (I personally had to rebuild a common housing block after one of my original ones was hit by an earthquake.)
Disasters, anyone? While it's true that the adventure text does warn you what might be coming, there were several such disasters throughout the adventure- and it can become tiresome to recover from a recent earthquake, only to be forced to examine the results of a new landslide. The landslides in particular- and the quest-induced shore revision- are especially likely to hit city blocks layed out by the gamer; as a whole, I thought the sheer number of disasters was a bit much. Apart from that, though, the adventure is pretty well-balanced. With no military opportunities, the player's time is split pretty well between other city functions, both in the main city and the colonies. Economy is pretty even as well; you have the opportunity to make profits via olive oil and wine (both big sellers), while being forced to buy fleece and sculpture elsewhere.
What exactly is creativity? Here, in this context, I like to think of it as the way the story, maps and events feed off of each other in order to make a fascinating adventure. Here, while some of the quests don't always make their way into the story effectively, Nightwolf generally does use the available event options to good effect. There's quite a lot of such creativity throughout the adventure.
Map Design: 5
While each map has its share of pitfalls to overcome (especially that parent map), each also offers variety in features (island vs. landlocked, rocky vs. flat, etc.). The maps as a whole are beautifully done.
While it may not be "The Iliad", Nightwolf's story here is definitely a cut above the standard "here's your city- have at it" presentation that can ruin an otherwise innovative adventure. He actually offers a background of sorts for this place in which you find yourself- which does, admittedly, foreshadow the various disasters that I found to be somewhat excessive. His adventure text overall is crisp, colorful, and almost typo-free. Colony text is a bit on the sparse side, but still serviceable. As for instructions, I have yet to see a Nightwolf adventure with nonsensical instruction- no worries here.
Haven't I said enough?
[Edited on 09/28/06 @ 09:30 AM]