Iâve always been a fan of the idea of controlling an entire settlement of heroes as opposed to leading a few of them on their adventures. Thinking about such feats of megalomania warms my cold, cold heart, and Iâm always ready to jump at a possible spiritual successor, provided thereâs something to be hyped about in regards to the given project. Being a huge fan of the ancient Majesty series, Iâve long been yearning for a decent look-alike to fill the void. Alas, RPG Tycoon got my hopes up, and I was more than happy to ignore its horribly outdated visuals and cluttered interfaces to get the kick Iâve been looking for. You can guess how that went.
This is the most dreaded feature of all.
RPG Tycoon is exactly what its name suggests: a game in which players are tasked with maintaining and operating a small town where heroes⦠thrive? Well, not really, but youâll get about half a dozen of them pretty fast, with the rest of your denizens being little more than fodder to fill the town with. Basically, what you want to do is score the highest of all the competing âkingdomsâ in a set time limit.
Upon starting the game, youâll be met by a rather rudimentary menu sporting the title of main. Rudimentary is also how I will describe virtually every aspect of RPG Tycoon, should someone ask me about it for some reason. Itâs not that I need it to look as polished as it mechanically should be; itâs just that I have a hard time forcing myself to run games that play as badly as they look. And thereâs an interesting correlation to be found in this game between its visual representation and gameplay elements â both are pretty bad.
But letâs not jump the gun, eh? The option selection menus present a fair number of options, even though some may well look out of place considering the type of a game RPG Tycoon is. First thereâs the difficulty selection that defines the speed at which opposing âkingdomsâ improve. I think. Nowhere is it specifically stated what exactly changes with the difficulty, and even if it is, itâs hidden in redundant pop ups and complicated menus that grace RPG Tycoon through and through. Thereâs a sandbox option that allows you to play with all of the gameâs resources available and buildings unlocked, which is fun for the first ten minutes for reasons I will disclose further down the line. You can also define the amount of time that is due to pass before the win condition has to be fulfilled. Then there are the more unimportant things such as the amount of random clutter spread across the map and whatnot. Itâs fairly simple for what it is, really, and doesnât offer all that much in the way of customization.
Well, Bill, Iâm not happy with you being a citizen of mine either.
Once youâre content with your setup, you start the game with a fairly modest plot of land and very little in the way of interesting stuff to fiddle with. Which is perfectly normal, mind you, for the humble beginnings. What youâre surely going to notice next is the absolutely horrid interface conveying information to the end user â you. It does its job well enough; I have to admit, but without much in the way of eye candy (hah) or tactful placement either. Iâll be the first one to say that practicality and versatility trump looks but some UI elements are downright redundant and/or ugly. Interface aside, the game will lead you through its mechanics with varying amounts of success. During my first run, I caught most of the gameplay features well enough, but one thing I simply cannot comprehend are the quest supplies. See, whenever you send a hero out on a quest, thereâs a couple of settings you can fiddle with so as to alter his/her chances of success. Itâs all fairly straightforward aside from the item equipment screen, where you have to select which six items the hero will be sporting on his journey. New items will be unlocked as you move the âstorylineâ forward, and in the beginning, youâre left with things that are practically of no use at all. This wouldnât be an issue in and of itself if you werenât forced always to select exactly six items, regardless of the actual logic behind what youâre doing. So, for example, you may be sending your heroes to fight off some bandits and will naturally equip them with weaponry and armour for them to use. The other four items? Hmmmmm, thatâs a good question, because books make no more sense than climbing gear. I went with a cannon and some traps, and after the quest was done the game politely told me that I did pick SOME items right, but that I placed them in the wrong item slot during the quest equipping screen. What the what? This was never communicated to me.
There are more egregious situations as well, with the gameâs appeal mechanic eventually forcing you to keep building random clutter items because otherwise people will stop finding your settlement appealing. And of course, you cannot destroy older items because that will drop your appeal even more. I found the game to be an exercise in frustration after a certain point, but I guess there are some gamers that will find RPG Tycoon amusing enough.
Iâve been reviewing games for a while now, and hundreds of games have been victims of my criticism in one way or another, but this is the very first title for which I am hard pressed to find a positive featurette. As I said, there are bound to be those who will have fun with RPG Tycoon and thatâs perfectly fine â gaming is a subjective medium after all, but I believe thereâs no going around the fact that this is objectively a poorly executed title. And letâs not even start talking about the graphics, which I have politely avoided mentioning throughout the review. With all of that, Iâm afraid Iâll have to finish this review on a sour note.