Hinterland Preview
There's a short Hinterland preview over at Games Radar (written by Kieron Gillen), and here's an excerpt:
While you’re adventuring forth, your village grows. Acquired items secure different types of citizens, so recruiting new townsfolk will be your main goal. The idea stemmed from the dev’s earlier experiments in a medieval city-builder. “You don’t get bards unless you can find a magical instrument,” explains Mat Williams, senior producer. “You need ancient tomes to bring a wizard in. You can get a necromancer, but you’ve got to find a crypt.” Once settled, your lord can issue orders, setting the smith to construct swords or the priest to pray for healing - no more buying items off the populace you’re protecting. And if you decide the village can survive without a certain citizen, ask them to join your party and head off into the wilderness.
Here's one more:
If you get a sword, and give it to your farmer, and the village gets attacked when you’re gone... you’ve changed the world by giving the farmer that sword. And if he stops making food, it has an actual effect on the world, whether he’s out adventuring with you, or he’s recovering from the injuries he’s sustained helping defend the town.”
See the full article here.
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