I
magineif,insteadofanice-capped
mountain at the start of an Indiana
Jones film, you saw a heap of soiled
nappies. That’s sort of what it feels
like losing the original ‘Paris in the
fall...’ intro in the director’s cut of
Broken Sword. But the disgust soon
subsides once you start poking
around in drawers and uncovering
hints about medieval jiggery-pokery.
Purists might sneer at sanitised
cutscenes and the removal of some of
the game’s sterner elements. But it’s
lovely to play and Broken Sword is
still one of gaming’s great stories; an
unfurling conspiracy based on
Templar history, made years
before Dan Brown farted out
his tepid prose.
BROKEN SWORD: SHADOW
OF THE TEMPLARS DC
83
T
heCursedCrusadeisthegame I
would have made if, somehow, I
had mastered game development and
medieval history aged eight. It’s not
enough to set it during the Fourth
Crusade, a pivotal time that led to the
Sack of Constantinople, lasting
East-West religious schism, and the
ascendancy of Islam in the Holy
Land. Nope. As well as that, we need
hereditary curses, undead soldiers,
and a version of Death who looks like
he was doodled by Todd McFarlane.
It’s a smothering, feculent morass of
frail characterisation, miserable
banter, and combat that feels like
filing cabinets trying to screw.Which,
now I think about it, is
somehow still more appealing
than The Cursed Crusade.
THE CURSED CRUSADE
47
F
inallygettingtowatch The
Green Knight gave me the urge
for some folksy Arthurian adventures,
and few games do it more elegantly
than Inkle’s Pendragon. But instead of
Dev Patel being damp on a hillside
for two hours, this offers a poetic,
tactical take on the Matter of Britain.
And like the most unyielding versions
of classic folktales, many of my
journeys end in the filth on the road
to Camlann, long before Mordred
even realises he’s won. Not
altogether satisfying, then,
but perfect fayre for a land of
mist and phantoms.
PENDRAGON
78
THEY’RE BACK
EXPECTTOPAY
£15
DEVELOPER
TaleWorlds
PUBLISHER
In-house
NEED TO KNOW
S
ometroublingthoughtsrise
to the surface after too much
time spent playing Mount and
Blade. How many PC Gamer
features would I need to write to
fund my own mercenary army? Is
Warband, with its emergent
balance of trade and conquest,
really just a pseudo-medieval
analogue of modern commerce?
Even having sunk hours into Mount
and Blade, the freedom of it can still
be intimidating. You can trade, fight
brigands, or just deliver sheep. You
start with a merry band of fighters
but can grow to rule entire provinces.
The journey from tiddler to
minnow is a compelling, often
humbling experience: just as you
start to think you’re a moderately big
fish, some feudal whale shark swims
past and swallows you whole. An
example: early on, swelled by recent
victoriesandspectreoffeeblelooters
fleeing from me on sight, I decide to
help out an embattled village by
training their peasants to fight. This,
for some reason, involves us sparring
in our underwear. The problem is
that the bandits aren’t intimidated by
nearly-naked stick-welding yokels.
And, in fact, they seem to consider
the whole thing an insulting act of
defiance. They attack. I charge into
the fray, expecting to mow down the
bandits before they can bludgeon the
newfound confidence out of my
peasants... but I’m soon waylaid and
my trusty vanguard has to drag me
from the battle. The fact that ‘at least
I didn’t get taken hostage’ is a bonus
gives you some indication of my fall
from grace. Few games teachyouthat
you can’t save everyone
(or, in my case, anyone)
with quite the brutality of
Mount and Blade.
BANDIT AID
Learning humility in MOUNT AND BLADE: WARBAND
BELOW: (^) Naked, freezing bandits: my kind of enemy.
“To die with honour
is better than to
escape diagonally.”
78