Analysis of Citadel: Forged With Fire, the MMO of the creators of Slender

Written by Kamran Haider

Not satisfied with the triumph of Slender more than five years ago, Blue Isle returns to the charge with a much more ambitious idea: an MMO sandbox, one of those that could stand up to ARC or Conan Exiles. Your bets? An environment with fewer elements of survival and more intrinsically fun activities.

On occasion, I have read (and replicated) in forums that of “survival, cracking, sandbox, early access: the four horsemen of the apocalypse”. It is a bit cruel, certainly, but we cannot deny that the genre of MMO sandboxes has a mediocrity stigma engraved on fire that is very difficult to hide. We are accustomed to seeing medium studies going for all with a colossal work that ends up sinning repetitively, lack of care, polishing, depth, emotion, and variety; and yet it is a type of product with a very wide audience. The community ends up becoming an incentive to play much bigger than the game itself, thanks to its impeccable organization in clans and its creativity without limits. Citadel: Forged With FireIt is nothing new in this regard, far from it, but at least it does prove to be aware of how players play this kind of proposal and try to do things right.

Going to the point and without surprises in its approach. If ARK: Survival Evolved knocked on the doors of your curiosity with the possibility of invading enemy bases while firing an assault rifle on the back of a dinosaur in the company of your friends, Citadel proposes to tame giant wolves and dragons, build a castle, furrow Heaven on your flying broom or play what we basically understand by quidditch. Sounds good? Of course, it sounds good, and if you have a lot of patience and a group of friends to play you can have a great time with these activities and more. But by the time comes you will have lost count of the hours you have spent doing superfluous activities or full of problems: there is a lot of space and time to ‘grind’, but at the moment of truth there is not much to highlight.

Citadel: Forged With Fire, Exploring Ignus

We begin our journey in the world of Ignus – clearly inspired by The Lord of the Rings or Harry Potter, but much poorer in every way – with a wizard newly forged in fire that gives a name to the game. Of course, we started the adventure with ragged clothes and with the only help of an instructor who will give us clues about the basic crafting and combat. It does not take us long to start leveling up and unlocking new knowledge that will allow us to specialize our character as we like: you have the option of fighting with a magic wand, with a sword or a mixture of both, bet more on resistance, health or manna, or even go through all that and focus on tame and care for creatures that fight for you.

We do not have to worry about eating, drinking or sleeping, something that does not necessarily seem bad because it would mean sacrificing complexity in favor of direct fun, but that is not the case either. The combat system is tremendously simple and is summed up by walking backwards, in circles or looking for the backs of our opponents while casting spells or hitting with individual cuts of our melee weapons, being careful to spend little mana because this It regenerates very slowly and the potions that restore it are quite difficult to obtain. The artificial intelligence of our opponents is absolutely disastrous and responds to very basic patterns, although we must recognize that as we move forward in the game we will find a variety of enemies quite acceptable: unlike what happens in our first 30 and soporific hours, we will find slow enemies but powerful, others fast but fragile, some flying and some have the possibility of attacking both melee and distance.exploring Ignus

The combat system is tremendously simple

As you can imagine, the issue of combat is a bit more interesting when we enter the three crypts that make up the ‘endgame’ of the PvE section : quite traditional dungeons in terms of mechanics and design that more or They are less fulfilling their mission, but they are a real pain if you do not have friends connected or your 60-person capacity server is more or less empty at that time. Fortunately, you always have the possibility to complete missions and simple contracts of “go to this cave, kill this elite enemy, take this reward.” There is another interesting feature in this regard and it is the possibility of creating our own private server, which currently gives enough technical problems, but we understand that when properly polished it will be a great incentive to play because it means that we can coordinate much better with our friends, and there is the great attraction of the game, as expected.

Citadel: Forged With Fire has a construction system of houses very simple, open and comfortable to use, with many possibilities. Getting materials to make any changes in our virtual house takes a long time, so most lonely players tend to make a cabin with the basics, such as a chest to store things that they will not use, and little else. Those who are willing to devote more time and resources to this tedious company can form great castles in the company of their friends, which is undoubtedly something much more fun and rewarding. What is not so funny is that according to the criticisms of other fans who have reached our ears (we have not been able to verify it firsthand) the defenses of the fortresses are so poor that often the PvP servers end up spoiling the efforts of weeks of work on a parakeet.

The relationship between effort and reward is a problem in all online games, and in the specific case of Citadel is quite pronounced because most fun activities require a beastly effort on our part, and does not always compensate. By the time we get to tame a dragon Or ride a flying broom, which is as fun things as it seems, first we will have spent half a hundred hours dealing with an ominous AI, tedious collection activities and boring and generic missions. There is no story that encourages you to move forward, or interesting characters, or challenging activities to do from the beginning. At least we can say without fear that the process of leveling up is relatively agile and that we constantly unlock new passive bonuses and powers to create new weapons and artifacts.

On a technical and artistic level, Citadel: Forged With Fire meets expectations without too many frills

On the other hand, magic He doesn’t convince us, but at least he does his homework more or less. Spells can be created from four magical disciplines, each of which modifies the attributes of the spell we use, and can be assigned to our arsenal in a perique. In the end, we have a small but effective cast of mystical skills to heal or damage the area and attack with different elements. All of them have some variants that can be adapted to our personal preferences, although you will not find anything particularly surprising until you wear … many hours. Do not be misunderstood: we do not believe that magic is bad at all, it is a small distinctive feature that is quite good in general at the level of mechanics and identity, but it could have given much more of itself and we hope it will do so in future updates

On a technical and artistic level, Citadel: Forged With Fire meets expectations without too many frills. The forests and marshes of Ignus are recreated with personality and success and accompanied by environmental melodies rather than correct, although perhaps we would have liked to see something more of a variety of languages. There are not many beyond the cold northern lands. On the other hand, the game aims at 60 fps even on consoles, something not usual in open worlds, and usually does not give problems beyond some transition from first to the third person and private servers, as we said above. We would have liked the meadows and castles to have more distinctive features and a greater level of detail,

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Citadel: Forged With Fire has good premises, some original idea and good looks, but in the end it falls into the most recurring problems of the usual MMO sandboxes. By the time you can fly, play quidditch games or build a castle you will realize that they do not justify the hours you have spent dealing with its rough combat system, its collection or the boring side missions that we get from time to time. Do you have potential? Of course, but you will have to show it off with regular updates.

  • Powerful progression and manufacturing system, easy to understand and with possibilities
  • The presentation of the game is achieved at an artistic, technical and interface level
  • A few interesting activities for those who are willing to spend many hours
  • Combat and exploration little used
  • Animations and technical section somewhat rudimentary
  • You need to crush too much to achieve very basic things

About the author

Kamran Haider

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