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Bulwark is a city-building game that works differently to any city-building game I've ever played. Faced with the barren rocky outcrops of a stormy archipelago, and a handful of buildings to place on them, I thought I knew what to do. In a sense, I did - I knew I needed to build all over it. But how I'd end up doing that would be in a way completely of the game's own. Bulwark is eccentric. Bulwark is its own thing, for better and for worse.I expected that, to a degree.
A settlement of mine, early on. Note the impact the game's atmosphere has. You can almost feel it the wind and rain from here. |Therefore, all of the intricate, dinky houses you see clinging to buildings, like barnacles on the hull of a ship, and sprouting from walls and towers like plants: those, you do not build. They appear by themselves, dynamically, over time. You build walls and towers and provide the right conditions for them, and then they grow.
The other part of the awkwardness comes from how things work. Though the game sounds remarkably simple, there's a frustration that comes from a purposeful lack of explanation of anything beyond the basics. Click to upgrade: got it. But how do I harvest more resource? I have been conditioned by strategy games to harvest as much resource as I can possibly find, but here, I can't.
Over time, you'll come to understand the flow of resources around your base and why it's stronger in some areas than others, and what you can do to affect that. You'll come to understand harbours and how settlements work together, and think about trade and maybe war. You'll learn about towers and military force, and relocating settlements you discover as you fly around in your blimp, investigating anomalies.
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