Sustaining the thrum of a finely-tuned citybuilder must be one of the vital satisfying acts of online game plate-spinning round. Nursing that fixed circulate of foot site visitors, produce and earnings, all of them teetering on a rigorously honed knife-edge, that is the great things proper there. In fact, it is not at all times the specter of imminent and whole collapse that fuels these mighty engines of city planning. Typically it is the straightforward pleasure of constructing itself, watching a scrub of dust monitor stand up into a complicated superhighway of architectural marvel. One of the best of those extra relaxed sorts of citybuilders – your Dorfromantiks and your SteamWorld Builds et al – nonetheless contain loads of plate-spinning; it is simply that they will not ever fall over in the event you take your eye off the ball for a second.
Bulwark: Falconeer Chronicles sits on the citybuilding crossroads of ‘relaxed’ and ‘one thing extra’. It needs to be an easy-going sort of builder, as nothing basically dangerous occurs when the wheels cease turning for a second. For essentially the most half, you are free to construct the place and nonetheless you please, developing imposing fortresses jutting out into the ocean from mere scraps of rock. However it additionally will get extra slowed down within the trivialities of useful resource circulate, employee administration and conquest and enlargement by way of muddy, ill-defined fight procedures than it most likely ought to. It at all times feels on the precipice of changing into one thing greater, bolder and extra boisterous than it ever actually achieves, dipping its toes into the murky waters of its lonely Ursee with out really ever getting its ft moist.
As a solo developer undertaking, Bulwark nonetheless feels spectacular in its personal proper – even when it is finally one which’s topic to a debilitating quantity of feature-creep. Whenever you hearth it up, you are offered with a sort-of marketing campaign mode that consists of three beginning eventualities, and a free construct mode the place you possibly can actually go to city with its seaside building programs. I say ‘sort-of-campaign’, as there is no actual purpose in Bulwark. You may simply maintain constructing and constructing till you’ve got had your fill. Certain, you would most likely conquer the oceans in the event you wished, however there aren’t any goals or victory situations per se telling you to take action, or what you must intention for subsequent. You make your individual enjoyable in Bulwark, which may really feel fairly liberating on the one hand, however directionless on the opposite.
The primary situation has a tutorial of types that teaches you the fundamentals of find out how to construct and get your settlement up and operating, however most of its later-game queries, similar to how fight works, are hidden away in its assist menu. Different questions I had, although, are by no means answered in any respect, similar to ‘why cannot I construct one other extractor on this close by stone quarry?’ and ‘am I actually making the perfect use of those outposts I appear to maintain accumulating?’ It may possibly usually really feel such as you’re clutching at straws consequently, making Bulwark the sort of citybuilder you most likely have to try to fail at (or a minimum of muddle together with) two or thrice earlier than you actually really feel such as you’ve acquired the measure of it – as a result of the sport itself is not going that can assist you perceive it in any nice element. Some of us will little question thrive on feeling your approach round its borders like this. However the extra I performed, the extra I discovered myself itemizing within the different path, simply wanting some simple solutions for a way sure elements of it really labored.
The basic act of constructing, although, is sort of satisfying, and watching your settlements edge additional and additional out into the ocean actually feels such as you’re defying the percentages as you try to make a life for your self. The very first thing you may have to do is join your outpost to a wooden mill, as with out wooden, nothing may be completed in any respect. It is one among three primary assets in Bulwark – the others being stone and iron – and as soon as you’ve got acquired walkways and towers related to their respective extractor websites, assets will circulate freely (for essentially the most half), with homes cropping up robotically alongside your bridges and jetties.
It is a very simple sort of citybuilding. Whereas useful resource websites may be depleted, they take a very long time to take action, they usually’re successfully infinite in amount whereas they’re being mined. There aren’t any actual limits on how a lot you possibly can construct within the early elements of the sport, and you will really feel little have to hit Tab to toggle on the Useful resource Movement menu. Bear in mind this menu exists, although, as I will be returning to this later. As a substitute, you may be too busy making a spiderweb of walkways round your beginning location, developing towers and laying foundations to present you extra strong floor to work with as you develop into the deeper and deeper water. After getting stone and iron, you too can improve your buildings additional, like ever larger towers that attain upwards into the foggy heavens, and balconies to assist much more elaborate skyways. Finally, you may additionally be capable of assign captains and commanders to those towers to extend your navy may and useful resource manufacturing, each bringing their very own distinctive trimmings to make them immediately stand out towards your settlement’s skyline.
Nevertheless, these feats of engineering magnificence are sometimes spoiled by its finicky digicam. It may be exhausting to pick particular buildings or towers together with your mouse except the angle is simply so, otherwise you spin it spherical to view the whole lot from utterly prime right down to erase any query of depth notion. It is a minor nitpick within the grand scheme of issues, nevertheless it raises its head simply usually sufficient to really feel such as you’re at all times wrestling with it – significantly while you swap over to your airborne surveyor ship, which you may be piloting around the Ursee in the hunt for different outposts and event-based query marks to construct up your settlement additional.
Like SteamWorld Construct, you possibly can comfortably depart your settlement to hum alongside within the background when you’re out in surveyor mode. I imply, there’s nothing you really have to control in Bulwark, as you do not have to fret about assets operating out, or retaining residents joyful, or something, actually, so you possibly can pop off in your airship everytime you really feel prefer it. In actual fact, this was the place I ended up spending most of my time as soon as I might acquired my fundamental settlement going, because it’s solely by means of exploration that you’re going to discover new faction outposts to vacuum up, new buying and selling ships to deliver into your fold, and distinctive buildings to airlift again to your primary residence.
Nevertheless, it is this late-stage of Bulwark’s eventualities the place its foundations begin to really feel more and more wobbly. Distinctive buildings are all nicely and good, for instance, however they’ve actually no function apart from trying good. Equally for the vessels you may discover that say they’re going to deliver ‘new companies’ to your settlement in the event you conform to take them in. What companies? What items? Companies aren’t a priority or perhaps a selectable constructing kind on this recreation, so what good do these new recruits really deliver? Fortunately, different encounters are extra worthwhile. Buying and selling vessels are useful when your nearest supply of iron, say, is three islands over, and fighter ships are nice at retaining them secure as they ferry assets backwards and forwards.
Refugee outposts, then again, can add extra folks to your settlement – although when their solely function appears to be to man your towers, they too find yourself feeling fairly superfluous as the sport goes on. As precise outposts, nonetheless, they really feel deeply underutilised. You may theoretically plonk them down anyplace on the map with shallow water, however as I discussed earlier, you possibly can’t construct something in Bulwark with out entry to wooden – and to mine the world’s many, many useful resource spots, you want particular person extractor instruments for every useful resource in query. What number of extractors does the sport provide you with by default? One in every of every, to your primary settlement. And the way do you get extra of them? The sport would not inform you.
Because of this, you merely find yourself assimilating most of those outposts into your wider settlement, including but extra functionless buildings to your ranks. This was one among my primary sticking factors in Bulwark, because it was solely on my third playthrough, after a number of hours of bumbling round at midnight that I lastly discovered my reply. I might both take over one other settlement by power and dismantle their extractor that approach (if that they had one), or hope in useless to discover a refugee camp occasion that got here with one among its personal. The latter solely occurred as soon as throughout my evaluate time, and it arguably got here far too late for it to really feel like a trigger for celebration. I can perceive not desirous to flood the place with available extractor instruments, however when the sport’s solo developer Tomas Sala proclaims within the begin up display tutorial that the sport is about “chaotic creativity”, and the trick is to at all times “maintain constructing”, it additionally begs the query: nicely, why not?
Assets having a set vary of journey additionally feels at odds with Bulwark’s promise of straightforward, unhindered building. Keep in mind that Useful resource Movement menu? Toggle this on and you will be assaulted with a mass of colored squiggly strains displaying how employees and assets transfer by means of your rising metropolis. However whereas the amount of every useful resource could also be technically infinite, they’re going to solely journey a sure distance from their respective extraction web site (or harbour, if it is coming from abroad). This is not brilliantly defined within the tutorial, and it wasn’t till I consulted the assistance menus that I realised why, regardless of a wholesome provide of iron in my harbour, I could not improve a few of the towers additional into my settlement. I had an incredible community of walkways going, however the towers I wished to improve lay past its extremely restricted constructing vary, stopping me from making progress. As soon as once more, it is a considerably arbitrary restrict to position on building, particularly when extractors are so few and much between. It feels such as you’re being imprisoned reasonably than inspired, and whereas dismantling is free and comes with out penalty, it is a proper previous chore to rearrange the whole lot.
Factor is, although, by the point I began discovering extra extractors, I wasn’t really making a lot progress anymore. I used to be merely killing time, ready to see if one thing else would occur. It is like being caught in a Fallout recreation that simply endlessly feeds you with extra of the identical stuff to do – extra captains to seek out, extra buying and selling boats to usher in, and but extra refugees to deposit someplace. Actually, the one factor that did appear to occur the longer I performed was different enemy factions began to bristle with worry throughout the seas, my big settlement sending all the Ursee right into a spiralling, endless warfare.
And sure, fight does fill the void considerably. Enemy settlements will continuously try to disrupt your commerce routes, no matter whether or not you’ve gotten fighter ships defending them or not, however you too can deliver the combat to their door and conquer them together with your retinue of accompanying fighter falcons. However this, too, grows stale after mincing your fifth massive settlement with ease, if solely as a result of it is by no means actually clear how fights really work. There’s little to no technique concerned – firing your weapons all occurs robotically, and I could not inform you if clicking my ship round within the sky really makes any distinction versus standing nonetheless and letting the cannons rain down from above.
All of it simply begins to really feel such as you’re endlessly spinning plates with none actual finish in sight. Every marketing campaign situation is extra of the identical, too, providing little greater than a change in beginning place and faction kind. For some, £15/$20 will probably be a greater than enough value of entry for that. However it additionally looks like Bulwark is on the cusp of one thing larger, prefer it’s aiming to be an Anno however by no means fairly getting there within the course of. It finally spreads itself too skinny, doing a number of issues nicely with out being sensible, and lacks the depth and momentum to make it really feel satisfying on a strategic degree. It is a citybuilder that hums alongside quietly, however lethargically, sputtering sometimes as you modify gears, and finally really fizzling out altogether as each you and the sport change into utterly and totally exhausted by all of it.
This evaluate relies on a retail construct of the sport offered by publishers Wired Productions.