As a real-time game, players need to be on point in positioning and re-positioning troops to respond to waves of incoming threats. What complicates things is execution and geography. This involves such things as moving troops behind cover if there are ranged enemies incoming, or positioning pikemen at the top of a cliff to stab down at heavy brute units that might otherwise decimate infantry or archers. All of your troops attack automatically, so your job as the player is to strategically position your units so they can be most effective. The combat in Bad North is not especially complicated. If you’re able to defeat your enemies without allowing them to burn and pillage the houses on the island, you earn some coins, which you’ll need to upgrade your troops so they can measure up to more difficult threats down the line. Every island you retreat to is under attack, so each time you relocate, you also have to defend those shores from all kinds of enemies in real-time, strategic combat. The problem is, you can never outrun your enemies. For the rest of the game, you’re forced to make a strategic retreat, gathering resources and additional forces as you go so that hopefully you can stem the tide at a certain point. The game starts putting you in control of two squads of troops who’s home is attacked by a Viking horde. The quickest way to describe Bad North is to say it’s like FTL, but with Vikings. Although there are times where the game can feel out of your control, Bad North’s combination of interwoven systems and haunting atmosphere make it hard to put down. You control a band of troops as they hop from island to island, hoping to make a final stand at some point to fend off an overwhelming Viking threat. Bad North: Jotunn Edition is a minimalist real-time strategic roguelike full of tense medieval combat.
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