Siegecraft review (iOS / Universal)

October 17, 2011

“Did we miss anything? did we miss anything?
Catapult (catapult)…”

The game screen menu backdrop shows the most recent level that you have played

10 word description: Crossbows + Catapults. Launch projectiles and protect your land and castle.

On this level, bandits wander slowly among the standing stones while you launch huge great arrows at them

10 word review: Kinetic, graphically impressive – medieval war machines in numerous varied scenarios.

The three ratings (score, speed and accuracy) don't have to be earned at the same time

You will like this if you enjoy: Medieval (the iOS game); imagine that one, as a full 3D, third-person viewpoint game. Fans of tower defence / castle defence games will also find much to like in this one.

In this scenario, you have to destroy the three bridges to prevent an invasion. Making each shot count becomes quite critical

The good news: Graphics and effects are very good. Levels have plenty of visual variety. Missions have varied objectives and challenges. Lobbing rocks at Vikings is a fun way to pass the time. Weapons and ammo can be upgraded.

Here's another invasion scenario, this time involving ships

The bad news: The inclusion of In-App-Purchase for gold (used for upgrades) is a bit disappointing. Weapon and ammo upgrades are quite expensive (as far as in-game gold is concerned) and the proliferation of fun-looking consumable ammo means a lot of grinding if you don’t fancy spending more real money on the game. I’d prefer upgrade availability to be linked to in-game progress rather than the choice to spend some loose change or not. Turning off aim-assist increases the rate at which you earn gold, but it also makes the game a lot harder. Gameplay initially feels rather ponderous due to the slow default reload speed of the weapons – this can be improved via a series of upgrades. Aiming is tricky, relying as it does on the “pull back and release” mechanism, with long shots proving very tough. The option to tap where you want to shoot, although blatantly undermining the challenge of the game, would be a nice casual option and would open the game up to a wider market.

This time, you are the attacker, bombarding chunks off this nice looking castle

Arcadelife verdict: The potential for carnage-and-destruction based fun is only partially realised, with the slow feel of the game, often fiddly aiming and the gold penalty for using aim-assist, conspiring to leech some of the enjoyment out of the experience. It’s entirely possible that I’m being a bit harsh with the criticisms, considering that I have played the game a lot and I’m still playing it… and enjoying it. I am studiously avoiding buying any gold via IAP, so I can’t offer any opinion on the consumable ammo types as I’m saving up for weapon upgrades. Overall, it’s a decent game with very good graphics and convincing war-machine physics. Updates are scheduled (the Trebuchet already has a slot waiting for it on the weapons screen) so it isn’t completely unrealistic to expect a few improvements to the gameplay.

Out in the snowy wastes, we're being assaulted by waves of zombies. Well, they had to turn up sooner or later...

Arcadelife rating: 72/100

Version reviewed by Arcadelife is 1.0.3
iTunes link

Crescent Moon / Siegecraft website link

Arcadelife played and reviewed this game on:
4th gen iPod Touch (OS 5.0)
iPad (OS 5.0)

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