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CastleVille
is a Facebook MMO game where you set foot on a medieval wonderland,
assume the role of a chivalrous knight, and fight against hordes of
invasive beasts outside your castle. Developed by Zynga behind a series
of famous titles like FarmVille, FrontierVille and Adventure World, the game will be an impressive MMO with its emphasis on social features.
Review:
Castleville impresses on me on the whole as a pleasure ground. Just
like an amusement park with beautiful environment, merrymaking music and
various entertaining facilities, the game provides fairytale-like
gaming world, terrific back music (recorded by 75-piece orchestra) and a
rich variety of activities to engage. Hybrid pieces fuse into an
immersive entireness; that is Castleville.
In-game activities vary, covering building, farming, battling and
visiting friends in the early stage, with the first two in the center.
In fact, the very first task after we create the character is to slay
two beasts so as to save the Duke, the first NPC to weave us into the
storyline.
The vast land is shrouded by magical murk with most subjects lost in
it. And our task is to build a happy kingdom, dispelling the surrounding
Gloom and reclaiming the lost land as well. To make the pretty Yvette
our first subject, we need to build a cozy home for her.
To build, we need to first locate the required structure (ready in
the inventory) in usable land in the first place and then collect
materials, normally of wood lags and stones, to complete the
construction. Only if materials are sufficient will the construction be
done immediately. Once built, each building will generate gold coins as
tax at a fixed amount of time. Yet buildings’ play doesn’t stop here.
Different buildings, different fun. For instance, Workshop is where we
can craft building materials and tools with forging recipes; and
Maiden’s Tower requires us to hire crew to fill in positions of Maiden’s
Guard, Knight Watchman and Make-up Artist.
Yvette is the first subject, with others still locked in the Gloomed
Areas waiting to be saved. Can’t wait to explore into the deep darkness,
a treasure box lying here and an ancient ritual site hidden there? I am
eager to explore as far as possible but simple unable to, for the
wide-spread Gloomed Areas are locked, only accessible when the Castle
Level meets their respective requirements.
Before exploration, we have to build the kingdom with higher castle
levels, decided by the royal buildings that in turn require XP to unlock
and then build. Just take a look at these gloomed places: there is the
cave of Alastair who holds the key to the crown, mysterious houses with
lights on, wishing wells that may grant a request, skeleton of a poor
adventurer who met a grisly fate, and lots of plots featured by little
animals, unfinished constructions and melting pots, etc. A glimpse
suffices to whet our appetite and provoke curiosity. Who wouldn’t want a
little mysterious adventure? But we have to wait.
Activities inside the kingdom are many to attend to as well, leaving
no space for boredom or repetitiveness. We simply have a lot to do,
feeding adorable chicks and cows, placing trough to supply water,
planting crops in the farm plot, and so on and so forth. Whiling taking
these quests, we may find us distracted by unexpected incidents, such as
a message note sent by a little bird from powerful magicians or the
sudden appearance of beasts in the land. If we grow many a plant, the
harvest may draw the attention of Gloom Rats, which must be killed first
because they would freeze our current activities, for instance. All the
fun seems integral.
Castleville surely knows how to play a small trick to generate
intrinsic fun. It surprises us now and then with special rewards or
sudden visits of monsters popping up in quests. Yet it delights us all
the more by letting us to find out more playable activities by
ourselves. This is where Castleville excels other games: not all its
gameplay is offered straightforwardly in the form of quests, but leaves
quite a lot of fun to be found by chance by us. For instance, there is a
beautiful small pond with two frogs squatting on lotus leaves and fish
occasionally jumping out the water, no quest or guide related to it. And
if we happen to move our cursor over it, the cursor will turn to a
worm, allowing us to fish in the pond. By clicking, we can get Bass,
Shell, Water Bucket as well as coins, XP and energy out of it. Also,
there is the quest to ask us to plant several flowers, but later I
flicked the cursor across one plant, only to find I can further tend to
it.
Attracted by the interesting activities, I could play it in hours to
run without stop. But Energy shuts me out of the game. 25 points are all
that we can use. Far from enough. Just consider this: to clear one rock
requires 8 strokes, namely, 8 points, so three rocks simply stumble us
in the game.
Put on Facebook, the game cannot possibly miss out the social
element. Gladly, we don’t need to constantly turn off the pop-up
interface, asking us to send free gifts to friends or spamming them to
play too. As in most Facebook games, its friend-invitation request is a
little pushy but majorly content-related. For instance, we need to gain
heart reputation as well as various rewards by giving a hand in friends’
kingdom (lots of activities there: accelerating the plant growth,
collect whatever is ready and fighting back beasts, etc.), and we can
save a lot by hiring friends to take positions in buildings (like those
mentioned above in the Maiden’s Tower) which otherwise must be filled by
the Duke at the cost of hard-earned Crowns or unlocked Subjects using
Work Orders.
In-game simulation really deserves a thumb-up. It creates a vivid,
live world. Chicks move around pecking at food from ground and cows chew
grass while wagging long tails; axe leaves hacking marks on trees which
will eventually fall down; plants in the irrigated farm plots next to
ponds or rivers grow faster; and Yvette would sing when surrounded by
the heralding little bird.
Moreover, quite a lot of designs embedded in the game are considerate
and convenient for us: we can rotate or move whatever is built or added
in the game to directions and locations as we want; we can cancel
current actions; and we can re-customaries the character at any time. As
to the high-publicized crafting and trading elements, I didn’t see much
in it yet, except the crafting-related Workshop or Kitchen listed in
the market. So perhaps in following updates, we can make potions, art,
or other goods and trade them in the market.
Castleville is really great; it makes us enjoy what are engaging and yearn for more at once.
Overview:
Upon arrival in the world, you may be first struck by its top-notch
graphics and well-crafted characters. According to Zynga, this
medieval-themed game "boasts movie-like production quality”, which means
that you will be able to immerse yourself in a colorful and exquisite
dreamland and feast your eyes on all kinds of fabulous scenarios along
the way. The limited screenshots reveal to us a breathtaking world with
magnificent castles, adorable animals, beautiful princesses and handsome
warriors. To my mind, a game’s success is, first and foremost,
determined by its compelling appearance, and CastleVille leaves quite a
good impression in this regard.
It also provides a constellation of interesting activities. You start
the game by taking charge of a patch of land on which you can set up a
quaint castle. And your aim is to expand the little castle into a
thriving kingdom step by step. Of course, there is a long way to go
before you can achieve the ultimate goal. In this game, you can
manufacture a wide variety of items, like magic potions and protective
armors, which can be then traded with your neighbors and friends.
Besides, you can also invite your friends to visit your castle and
flaunt your achievements to their face. Perhaps you think that this kind
of bragging is a little bit peacockish, but trust me, it is fun!
Monster-slaying is also an integral part of this promising game. Your
castle is besieged by a legion of combative monsters that are trying to
knocking down your walls and raiding your rare resources, so you have
to fortify your little kingdom with towers and walls while fending off
their attacks. What’s more, a boundless yet perilous world is waiting
for your exploration outside your own territory. Along the journey, you
will make intimate friends, run into deadly foes, and go through
thrilling adventures. The gameplay reminds me of Castle Empire.
To make a long story short, CastleVille inherits all the brilliant
features of its predecessors and is doomed to be successful with its
years of experience, worldwide fame, and most importantly, the really
attractive gameplay mechanics that sounds like World of Warcraft. And we
have total faith that this game will carry on the success and glory of
the popular Ville franchise. Let’s wait with patience!
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