
They do about what most RPG players would expect them to, with some specific caveats or applications. On the coarsest level, there's four base attributes: Strength, Agility, Intelligence, and Charisma. For the sake of completeness' sake in the review, lets go through the player character's mechanics in this regard in full, since a lot of people new to Mount & Blade may be giving Caribbean a look given the different subject matter. Additionally available are special traits you can accumulate as you level which offer different advantages. A variety of seafaring skills have been added, as has a weapon proficiency in firearms (for guns) and artillery (for cannons). This is where the first big deviant from the game can be found and probably would be expected: the skills and weapon abilities available both vary from Mount & Blade. Opening into a familiar formula for Mount & Blade players, starting a new game has a short loading screen and then you go through, selecting the gender, starting backstory (which essentially determine difficulty level), whether you want a sort of Ironman mode or not (whether you can quit without saving), and then assigning the usual battery of statistics. A flawed game made with passion and heart is much more difficult to handle, with all the requisite hand-wringing about not wanting to be unfair and wanting to justify what I think works and what doesn't.

In a way that can almost be kind of worse: a bad game I can just slag off and then explain what didn't work. Indeed, much of the game comes of to me as a labour of a lot of love and enthusiasm from it's developers and I must admit that leaves me somewhat inclined to be charitable towards it, and don't get me wrong, this is not a bad game by any means, just a very flawed one.
#Ign blood and gold caribbean review full#
Opening with a sea shanty at full enthusiastic tilt played over the image of a warship at sea and the main menu options, it's clear from the very onset that Blood & Gold has nothing but enthusiasm for its source material. The primary difference in Blood & Gold: Caribbean is right there in the central premise: rather than being the Darklands-style medieval RPG/strategy hybrid that is its parent game's Mount & Blade (and spin off Viking Conquest, which I've also reviewed) thing, it is instead set on the high seas, with a focus on naval combat, role-playing a captain, and on managing a fleet and assets in ports. Let's unpack why that is, shall we? A Pirate's Life For Me It was still plenty of fun, but it's not one I could recommend to someone that wasn't well into the theme or a huge Mount & Blade fan because it's just a bit too rough, in my opinion. This is firmly in the category of "well I was playing it so I may as well review it" as far as games knows and goodness knows I seem to have established myself in the weird niche that is Mount & Blade and it's many spin-off games, so I thought, why not take a deeper look? Much like the original Mount & Blade (and Warband it seems to have modified the engine of), Caribbean is rough around the edges and dated looking at best, but while Warband managed to make things gel well enough it didn't matter so much, the experience of Caribbean wasn't quite as cohesive for me.
Blood & Gold: Caribbean is a dual-mode strategy/RPG game in the Mount & Blade engine developed and published by Snowbird Games.
