The Legacy of Holy Castle
"The Legacy of Holy Castle" is a browser-based game where players are given control of a kingdom, and will gradually increase their castle's notoriety by building and upgrading facilities, defenses, and units.
Like many browser games, "Holy Castle" requires little intensive investment, as after the first few days upgrading buildings and creating units will take hours at a time.
In addition to the traditional browser-game features, the game also has a unique 2D hero adventure mode, where players can use one of their heroes and fight NPCs to gain experience and earn items.
SCROLL DOWN TO THE COMMENTS BELOW AND LET US KNOW WHAT YOU THINK OF THIS GAME.
- Pro: Easy to play with only a few minutes of investment each day
- Pro: Offensive and defensive formations add an element of tactics not seen in other similar titles
- Pro: Graphical Hero Adventure mode adds a unique fixture to an otherwise traditional game
- Pro: Simple, easy-to-understand gameplay with a thorough tutorial
- Genre: Strategy, MMORPG, Browser, 2D, Text, Action
- Area: Global
- Official Site: The Legacy of Holy Castle
- Publisher: Ray Flame Entertainment
- Developer: Ray Flame Entertainment
- Platform: Web Browser
Review
"Poogas was taking a dip in a river and bitten by some fishes. Poogas caught the fishes and made them into some fish sandwiches. Obtained 5349 Food."
Poor Poogas. He's the first Hero I created in "The Legacy of Holy Castle," and he might be one of the unluckiest residents of this text-based virtual world. He's been defeated countless times in tournament battles and now he's using himself as bait. Oddly enough, Wisdom remains his highest stat.
"…nothing is as perfect as you can imagine it," remarks Victor Mancini in Chuck Palahniuk's vulnerable novel, "Choke." Victor's referring to his mother's sidejob as a hypnotist, but the revelatory statement works just as well here. "Holy Castle" belongs to the "browser-based build stuff and read about it" genre of games. You don't so much as "play" the game like you would in other MMOs like "World of Warcraft" or "Maple Story" as much as you delegate authority and read the results.
After choosing my Hero's portrait, assigning him a clever name (see above) and applying the usual skills and stat points, the browser window redirected me to the main castle webpage, a portal to an onslaught of numbers, tabs that revealed sub-menus when clicked, and a chatlog littered with pictures of emotionally spastic cartoon cats. The crushing sense of confusion grabbed my otherwise knowledgeable and confident gaming prowess and tossed it down a deep dark ravine.
My patience began to plummet, fast.
Resisting defeat, I asked our editor-in-chief, Brendon, for some guidance. He explained how the tabs on the left represented the various actions I could make as a player, and that if I constructed anything it would be built in real-time.
Doing what I normally do in strategy games, I immediately began focusing on constructing more silver mines to increase gold production per hour, and ramparts and arrow towers to protect my kingdom in case a budding usurper came a-knockin'.
My patience administered the air brakes and stopped mid-air, Wile-E-Coyote-style.
Investigating the other options available, I found out how to expedite the building of additional materials, train units, and create defensive and offensive formations using a simple grid. There's even a hero system where special characters can gather lumber (used for constructing buildings), automatically train to increase experience points, search for food and various objects, and go on a player-assisted adventure.
The last option plays out like a very basic turn-based RPG where the hero of your choice (more than one can be recruited, depending on the level of the "Hero Congregation" building) enters into a battle with a non-playable character. More wins equals more experience points which can be then used to upgrade your character.
For me, an admitted newcomer to this style of "gameplay," the aforementioned "adventuring" holds no interest. It's too basic and too boring, even with the added level of impact an advanced hero has on my army (hero's vitality multiplied by five equals how many units you can bring into battle). I preferred to instead to have Poogas, Sarah, Hicks, and Navarro train overnight. In the morning I'd give them more duties for the afternoon and continue on my merry way. This simple process served as the blueprint for my continued involvement in Holy Castle.
Even still, I continually log into my account periodically throughout the day to scout other players' castles, adjust offensive and defensive formations, and just to check how things are doing. Even after I'm done with this review, I'll continue playing. The game excels in its accessible simplicity and I don't need to clear my schedule, but I can't see anyone playing it for extended periods of time.
Review Kyle Stallock
August 5, 2009
Review
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