At the Gamescom 2017 in Cologne, the developers Golem Labs show the strategy hybrids The Guild 3, which is to be published in the Early Access at the end of September surprisingly. The final release is then targeted for the second quarter of 2018. PC Games Hardware has looked at the latest offshoot of the Strategic Series in Cologne.
Description of the game
Somewhat surprisingly, developers Golem Labs and publisher THQ Nordic announced that The Guild 3 should be launched in early access on September 26th. Surprisingly because the game was supposed to be final this year, but obviously there is still a need for action. According to Heinrich Meyer, producer of The Guild 3, after “internal discussions about the direction of some features of the game,” they decided that early access was the right way to finalize the game together with the community Early access was considered much earlier, but since The Guild 3 is based on an “open and simulative game design”, the publication style is the best “to meet the expectations of the fans absolutely,” adds Jan Binsmaier, publishing director at THQ Nordic , A timetable for the early access and the planned updates is to be presented in the next days
Story of game
But back to the game and our impressions at Gamescom: The mixture of role, strategy and medium age simulation will not be inferior to its predecessors in depth and complexity, since the hardcore gamer and the long-time serial fan are the main target groups. However, in order not to slay newcomers and genrefreaks with menus and information in their entirety, the developers have decided to always accompany the current situations with optional tutorials. As a common citizen, there is, for example, no access to specific resources, technologies or markets, but once wealth has been accumulated, new areas of the economy or the map are available. Golem Labs wants to achieve a successive build-up of the complexity in the game and remain accessible at the same time despite its depth and detail.
For example, only a few items can be produced, so that you can know exactly what you have to allocate to your employees when you are doing business. Of course, this principle also runs through the next higher levels if you want to merge several transactions and use the Automanagement function. As a result, an increasingly complex complexity tree is growing slowly, which grows further as a result of the previous steps. Depending on the social position, citizens and residents of the city react differently to their own actions. As a simple citizen, you might be spending a night in jail when you are robbed, but as a mayor you are likely to be hunted out of the city by a mob with torches and muckbills.
Another aspect that has been noticed positively is the lack of detail of the Canadian developers. Those who are more likely to be in poor neighborhoods will see more garbage lying around or, for example, brawls of drunkards. The weather is also astonishing with a high degree of realism: in winter the food supply needs to be changed, since farms can not produce products. The low-light season also reduces the effectiveness of manufacturing trades. Golem Labs wants to create not only a real-looking, but also a real behavioral city.
The developers have spent the last months, of course, with testing and balancing and want to use the early access end of September the community, so that the feedback in the second quarter of 2018 can come to a release. In addition, Golem Labs will release the City Editor, which will allow anyone to build their own medieval version of the home city.