1 person found this review helpful
2 people found this review funny
Recommended
0.0 hrs last two weeks / 2.8 hrs on record (0.6 hrs at review time)
Posted: Mar 28 @ 6:03am
Updated: Mar 28 @ 6:14am
Product refunded

Bulwark seems to be a game that is as if you took Islanders and thought you wanted a bit more but without increasing complexity.
You still mostly just build for the visual appeal and less because you need it.
And the expanded features are also all pretty basic, like basic trade routes, basic factions relationships, basic combat encounters, basic events or quests.

Its like it took all the typical features of other games of its kind, but only on a surface level.
Theres theoretically nothing wrong with that.

But i see that maybe some people are just bored of it.

I personally am not sure its for me either, as i expect more challenge and "goals" from my city builders.
I love the open world implementation here, but am bored of its interactions with it.
Since theres only 3 resources, exploring other islands holds nothing of interest.
Its just that small island with stone, build a mine on it, connect harbors, done.

The positive about the complexity of a game, like lets say Anno, is that a new Island holds new selections of resources that you have to deal with.
They all come with their own restrictions and conditions, one has metals and coal, but doesnt hold any value for crops.
And you need to not only create cities but also combine their strengths through exchange, all while others do the same.

And the "Goals" come from me and my own expectations:

"Do i want the much better island over there that my opponent picked earlier, because i decided to pick this one?
He has wheat there, that i could need to boost the production of that island i picked over there.
But theres pirates in the way, so would need to deal with them.
Or i settle on this island, produce cannons and create more ships to protect my transports around the pirate nest."

See thats plenty of decisions and each decision is the substitute of a goal i created for myself.
I want to boost the production of an island, so i need the island of an opponent.
I cant deal with the opponent via warfare, so i need to build relationship and trade what i need, until i can.
I also need to deal with the pirates, i need more firepower, i need to settle on a new island and create more units.

One step after another, one goal after another.

In Bulwark, thats missing.
You seem to have the world, but its "empty".
The lack of resources on one way makes it clean and straight forward, on the other way also boring to produce stone, wood and iron and not fish and vegetables, then process fish and vegetables into fish soup.

Theres no harvesting of wood and then processing it into furniture.
The appeal to explore and make decisions, is something Anno does well and Bulwark should have been inspired by it.

The appeal of exploration in a game like Anno comes from the fact, that there are different islands with different conditions.

You find an island and then you tell yourself, to keep on sailing to find the next one, as it might be a better island with a better resource combination.
And you find that island and then you push further OR you dont, because you fear your opponent picks this one.
This makes exploring so fun.


Bulwark scratches close to just be a visual tool.
Less a game, more a sandbox visual city sculptor.

Thats fine for many, many seem to like these cozy games and for those, get Bulwark.
Bulwark is the evolution of cozy building.
Its the middle ground between "i just want to create" and "i want to experience".

It just isnt enough gameplay for people like me, who expect consequences, expect decisions and choice, expect reaction from the world towards my actions, expect more things to take care of.

It misses like 10% more gameplay to heave it from a cozy to a casual city builder.


Personally i would like to see unique islands compositions, randomly assigned to the islands of the world when starting a new game.
Each unique island would have a unique resource or effect, that i could control, trade, exchange and use.
Like lets say an Island of Artillery Engineers, that i need to supply with iron to get a buff on my ships.
Maybe islands with unique resources like Fruits, to boost my workforce.

And i would wish for factions to be more like me, expanding, preparing, claiming, exploring, defending what they have, when our conquest endeavors meet in the middle.


But then again, the game might be too limited to allow for something like this and maybe you would say "then go play Anno", and maybe you would be right and i should.



Hence me recommending the game to a certain audience.
Beware, its not much (complex/deep) game, but if thats exactly what you look for, go for it, because what game is there, is great.

If stuff like Townscaper or Islanders is exactly yours, but you wanted a bit more out of it, this is your jam.


If you think that this will scratch your Anno-vibes and please you as a city builder management trade politician, DONT.
It has the basics for that, but doesnt go anywhere with it.
Go and play something else, like Farthest Frontier or the like.

The Developer is dope. If you have feedback and wishes, get to voice them and hes open to discuss and listen.
That alone can warrant a purchase for many.
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