I have to stop letting myself get excited by preview builds and slick presentations by Finnish charmers.
East India Company demos very well. The core gameplay of sailing to the Indies and making a fortune is solid both in principle and execution. And when someone dangles the idea of bigger ships and naval wars in front of you, how can a history nut like me not get enthused?
So it’s a real shame the whole thing doesn’t really hold together after a couple of hours of play. Read the review at Crispy Gamer.
In some ways, it’s a little like Dawn of Discovery in that you will be doing the same thing over and over again. But where DoD gives you very good tools to manage your trading empire (if not well documented), EIC gives you very few of the basic things a trading game needs. Waypoints, variable cargo loads, minimum stores, automatic warehousing options…
The game still looks great. I would do a map entry on it if it had come out last year. The map art and style are emblematic of the idea that a game map should immediately communicate what the game is about. The ports are exaggerated in size and most of the map is empty of anything besides forests and the occasional building. After all, who cares about Rome if they aren’t selling anything I want?
But the aesthetics are so clean that it is easy to imagine a more efficient display of information. There is lots of room on screen for a unit price for a major trade good beside the port of call. Why not put a number above each European home port that reflects relative strength? It’s not that this information is hard to find, but it’s such important information – in some cases the only information you need – that there is no reason not to stick it up front.
Add in how limited the interface is and how dreary the naval battles are (Seriously – can anyone make the age of sail fun?) and you have a game that is good for what it is but what it is is not enough.