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"We always wanted to do an awesome skirmish game," explains Simon Bradbury, director at Firefly Studios. requiring more consistent attention and non-greasy fingers, as it revolves around multiple opponents and frantic skirmish gameplay. Stronghold: Crusader, on the other hand, is more of a Pot Noodle RTS. A bacon sandwich RTS, as I like to call them - one that isn't overburdened by micromanagement, allowing you you take time to sit back and munch your plate of bacon sarnies. and c) that it was all the little details that made Stronghold such an entertaining RTS. This told me a) I'd been playing the game for far too long, b) so had he. I once correctly identified that a PCZ caller was playing Stronghold by hearing the gentle mooing of cows in the background. The game itself also was rated because it provided a range of interesting Lords to pick from, all of which could provide a slightly different kind of experience compared to the others.
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The campaign was well-liked, too, with enough variety in the levels to help keep things interesting enough from level to level. The game was well loved because it provided a simple way to enjoy either a siege as the attacker, or holding off your fort from being overtaken. At the time it was praised for its graphics (though obviously dated by todays standards), and most found it to be an intriguing title that improved on more or less every part of the original game in terms of its style. Upon release, Stronghold: Crusader was met with largely positive responses. Alongside an enjoyable campaign feature, players could take part in single-player skirmishes that would allow for bespoke battles against the AI, offering greater opportunity to mess around and experiment with the gluttony of different units you could play with.Īn updated version of Crusader was released in 2008, though many still to this day prefer to play the classic castle sim original.
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