This game was a disappointment, and it weighed on me doubly so because it's based on an idea I love.
Hinterland is one-part Diablo-style action game, and one-part village-management. Essentially, you go around a randomly-generated map, fighting monsters and trying to find resources to sustain a village. At the same time, you're recruiting villagers to your humble land who can then set up shop as tailors or blacksmiths or guards. These villagers, regardless of profession, can also be armed with gear and set up to defend their village during monster raids or adventure with the player in a party.
However, it is SUCH
a shallow experience. The graphics are visibly of bargain-basement quality (as you can see from the screenshots). Combat devolves to pointing and clicking, then watching your adventuring party (you can only ever control one) beat up whatever is in the area. Worst of all, the village you build up becomes supremely underwhelming when everything it produces are far outshone by loot from the wilderness. The loot itself is never visually appealing or causes satisfying effects beyond making damage numbers higher.
Personally, I have always wanted a game village that takes an active part in the player's game. After all, has a NPC farmer ever asked you to kill 5 rats? Haven't you ever wanted him to kill his own damn rats? You have pitchforks! You have hammers! Fight with me against the enemy hordes! Don't just squat in your stinky huts with exclamation marks over your heads, waiting for Almighty Player to save your stinky hides!
This game took a few small steps towards an interesting idea, and then plopped down and went no further. Tragic.
Posted: December 29th, 2013