PC Gamer - UK (2022-02)

(Maropa) #1

Despite its similarities to Gabriel
Knight 3, Hammerting is a game
about dwarves living in a mountain
cave. It’s also a game about creating
improbably convoluted supply chains
in order to arm your
allies on the overworld
and facilitate their
conquest over your
common enemy. You’ll
want to play the
tutorial for this one.
My first stewardship
of Moch Naxrig, a
hardy society tunnelled
within the side of a vast mountain,
ended when all but one of my
dwarves fell unconscious with
starvation. By that point it was far too
late to locate a food source, build a
kitchen, or trade for anything edible,
so my society’s fate was sealed.
The second time I suffered the
ignominy of a campaign restart
happened about two hours later. This
time it was, well, starvation. With
little comprehension of why all my
employees seemed to be on
permanent hunger strike, I started
again – again. Eventually, it became
clear. It’s not just about placing new
rooms and crafting new items, but
also forging a smooth logistical
network. My unfortunate workers
starved not because there wasn’t any
food in the mountain, but because
they didn’t have easy access to it.
Later in the game when you’ve
accumulated mountain lore and trade
lore through exploration and
overworld deals, railways and
elevators become available on the
tech tree. There’s a difference
between traversing the map’s width
on foot to eat a fish someone left on
the floor by the pier, and that fish


being delivered by cart, and it means
starvation or survival.
It’s a city builder, then, as much as
it is a straight management game or a
4X. And it’s that confluence of ideas
and genre staples that
gives Hammerting real
longevity, enough to
withstand several
restarts and a state of
nigh-constant
bafflement.

DAY DWEMER
Fundamentally there’s
something about turning the cubic
chaos of its mountainside and forcing
it into a work of order and efficiency.
There’s also a real sense of wonder in
exploring its deeper reaches, slaying
the slimes and skeletons who hide

just underneath your cultivated
tunnels and uncovering grottos. It’s
here that Hammerting’s RPG-lite
elements click, giving dwarves
personalities through their stats.
It’s curious that the only real
victory conditions are a Civ-like push
for territory or the establishment of
firm allies, because 90% of your
attention’s spent on the
mountainside, not the overworld,
where those territorial boundaries
and allies lie. Once it does click, you
wonder whether it was worth
building that infirmary, the tailors,
and the network of scaffolds and
stairs after all. Much of Hammerting’s
rooms and resources feel superfluous
in light of your real objectives.
I suppose it’s to the game’s credit.
It lets you play on your own terms,
maximising your base for the heck of
it, trying to foster a comfortable nook
for your populace. But it’s only clear
what’s extraneous and what’s not
once you hit the endgame. Also at
that point do you realise how much
you’ve been fighting the AI
mechanics as hard as actual foes.
This being a game about long
supply chains and careful resource
management, it’s a real problem that
AI farmers don’t save one item of a
crop in order to replant it. Equally
bothersome is your dwarves’ lack of
self-preservation, prioritising the
crafting of a quill instead of eating.
There’s work to be done inside the
mountain, then, for both Warpzone
Studios and myself. Hammerting’s
lacking the polish to grease the
wheels of its impressive management
hybrid, but that doesn’t mean it
should be avoided. Like my
overworld neighbours, I’d take
something new and unusual over the
same old stock any day.

68


Hammerting has a fiddly
take on management,
survival and city building,
but you can still lose a
weekend to it.

VERDICT

M


y great hall’s nearly ready, but I need mortar to finish the
job. Mortar is made in the foundry, using lime. Lime’s
made in the workshop, from bonemeal. The bonemeal is
taken from dead enemies. The frustrating thing is that I
have the bones to make the bonemeal to make the lime
to make the mortar, but no one’s bringing it in. No, the really frustrating
thing is that I seem to have wandered into a ’90s adventure game.


ROCK AND ORE


Exploring the hidden depths of genre-bending colony sim HAMMERTING


By Phil Iwaniuk

There’s also a
real sense of
wonder in
exploring its
deeper reaches

WE NEED TO TALK ABOUT BREVIN
My deceased dwarves tell you why they died

HILJA GULDVALL
“I went down an ice
cave and stood
motionless in there
for days.”

T O R N Y
SLÖLÄGARE
“Smelted copper
ingots until I starved
to death.”

HEID GRUSTAND
“I got confused on
two sets of
conjoining stairs.
Starved.”

NEED TO KNOW


WHAT IS IT?
A dwarven colony sim
with 4X elements
EXPECT TO PAY
£20
DEVELOPER
Warpzone Studios
PUBLISHER
Team 17 Digital
REVIEWED ON
i7 9700K, RTX 2080 TI,
16GB RAM
MULTIPLAYER
Yes
LINK
team17.com/games/
hammerting

TYRE LILLAND
“He forgot to
build a dwelling
for me. No sleep
for weeks.”

IMBOR GRYMELD
“Mined a corridor,
couldn’t be bothered
coming back
to rest.”

ORMGER
K AR ATKILN
He declined to take
part in this boxout,
but it was rats.

Hammerting


REVIEW

Free download pdf