Mount and Blade

Written by Andy Fair

September 18, 2008 | 07:44

Tags: #andy-fair #castle #freelancer #horse #knight #medieval #mount-and-blade #sim

Companies: #indie #king #paradox-interactive

Conclusion

When we first started playing Mount & Blade, we were lost and didn’t really know what we were supposed to be doing. Perhaps we've become too used to being led by the nose through a story-driven game – that’s certainly what Joe thinks.

After the initial period of discombobulation though, we finally grasped the concept of freedom and slowly got sucked into the game. It doesn't matter that there isn't a storyline: life doesn't have a story, so why do we always feel the need to impose one on games?

I never thought I'd find myself thinking such radical thoughts – I'm usually a firm proponent of stories in games, and hate the seemingly random wandering of games like Morrowind or S.T.A.L.K.E.R..

Then I realised that games like those do have a storyline, it's just that it's just not clearly defined what your role in it is; their downfall was not lack of story, it was a lack of direction for your character in that story.

Mount and Blade Mount and Blade - Conclusions

Mount & Blade is the exact opposite of this; it doesn't have a story, but your place in the world is clear. The freedom of the game means that the story is whatever you make it.

This level of freedom might not be for everyone though – a lack of targets and goals might be off-putting to some. Still, Mount & Blade is really just "Ye Olde Elite" with horses instead of spaceships, and a more in-depth socio-economic framework.

That's not to say that all is a bed of medieval roses with Mount & Blade. The structure of the game means that there is a lot of repetition – there seem to be only a limited number of quests available, and getting constantly attacked by bandits early on in the game is a massive drag. It may be an open-ended affair, but the replayability will still eventually get worn out thanks to the fairly limited number of quests.

Still, persevere and you'll be rewarded by the depth of the game: the further you progress, the more political and strategic the game becomes, and the various factions gain and lose power. The world on offer in Mount & Blade is interesting, compelling and flexible - a toy which begs to be played with and is fun to mess with.

Mount and Blade Mount and Blade - Conclusions

It's hard to score a game like Mount & Blade (don’t we always say that? – Ed). After all, its open-ended nature means that different Mount and Blade Mount and Blade - Conclusionspeople will get different things from the game. If you want to be a money-hoarding trader, then you can be that. If you want to be a halberd-swinging mercenary then you can do that too. If you want to be a general in charge of some loyal troops then that path also is open to you.

Conversely though, if you like to be led through your adventures by the hand and shown a deep, meaningful story with dramatic twists, then Mount & Blade probably isn't for you. The only twists and turns in the story here are those you bring upon yourself - the righteous general stripped of power after a failed mission, the mercenary who switches sides mid-war and changes the tide of a battle.

If you hanker after a bit of freedom, and like trading or political intrigue, then give it a go. In our minds, Freelancer on a horse is a winning combo and nothing to huff at.

And now, back to my troops. They insist on having food to eat and being paid, if you'll believe such a thing…

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