Crown Gambit is a interesting game with a very strong identity. Visually, it's extremely polished. The colors are vivid but canvas-muted, the world looks like it was chiseled, all angled and rough hewn, and together it somehow taps into both a high gothic sinister oppressiveness and the winsome charm of visual novels. The combination is extremely compelling, not least because it's deeply integrated into the game's fiction. This is a game with a lot of lore, and in particular a lot of factions which all overlap with one another, their members shifting allegiances and marrying in/out. It's not a small feat to communicate a character's multifaceted history and allegiance, even in a small cast. This game has a huge cast across a ton of different organizations and lineages and affiliations and just nails it like it was no big deal while maintaining consistent style at high quality. It's great. In many ways the visuals do what the writing sometimes struggles to. The writing in this game is again, very identifiable. Characters mix ye olde fantasy english (with the thees and thous and whatnot) with more colloquial english, and the effect is pretty distinctive, even if it's muddier than the art. As mentioned before, there are a lot of factions and a lot of characters, but the difference in voice between many of these characters is kind of minor, and drawn much more thinly. While it isn't as textured or interesting as the visual representation, characters have clear motivations and the various factions' politics are coherent and vibrant. Establishing the political landscape (through its drastic reorientation) and stirring it around is really the meat of the writing, and where the game has the most to say. The plot in't really the focus here. It telegraphs it's twists pretty quick and important questions are all left till the very end to answer. What gives it vitality and uncertainty is watching and interacting with this huge unwieldy political machine grinding against itself. Organizations which seem eternal and mythic are revealed as or reduced to teetering contraptions with simple outputs: violent panic and dogma and the inertia of privilege. What can sway this system of chaotic human physics? It's a compelling question but the way you interact with it is, in a word, inscrutable. I find the way the basic non-combat gameplay operates kind of fascinating, so bear with me a little. I'm compelled to think of this within the framework of RPG characters as I understand them. As a player in an RPG without a blank slate protagonist, you're signing up to inhabit an existing character and make informed decisions for them in pursuit of some goal they're aligned with. The more limits the character imposes on you as a player, the more you're challenged to reckon with their perspective as distinct from your own, but ultimately you're meant to be in their shoes to some degree, with the mechanics of the game making their particular risk/reward framework tangible and giving you agency within it. I think Crown Gambit is sort of caught between that mode and something a lot more removed. While all three protagonists are strongly distinct characters with interesting stations within the world, frequently capable of making compelling and characterful choices, the game mechanizes their moral proclivities and their shifting allegiances without giving you clear agency over them. A vast majority of the time, I didn't understand why a given dialogue option would or wouldn't affect that character's proclivities, and an equal amount of the time I didn't understand why (given my understanding of that character and my previous action) they did or didn't have options available. Beyond that, it seems like Crown Gambit often doesn't want to telegraph what effect a given decision will have on the political landscape or even the immediate action. Sometimes exploring leads to important discoveries, sometimes it completely undermines your mission and locks you out of further action. Sometimes your protagonists' tact can change someone's mind and opens up interesting conversation, sometimes it's completely pointless. Sometimes your character's opinions are useful, sometimes they aren't. It's so consistently inconsistent and opaque about this stuff that I quickly stopped trying to predict how action would unfold. Often I was left in pretty unsatisfying situations as a result. On the flipside, I think this very strongly falls in line with Crown Gambit's themes, drawing a clear parallel between the protagonists and the teetering politics of the various houses. I mean there's a whole mechanic where your protagonists make weird aggressive capricious choices cause of violent powers granted by the state, it's not subtle. What's more interesting is how Crown Gambit is illustrating messiness in achieving an ideal outcome. It seems to me that the game's arguing that there's no such thing as clear-eyed informed action, there's only the chaos of human behavior and happenstance. The world is made of teetering parts, which you can't all touch and you aren't the master of them even if you could, so inertia is what matters. Anything else is luck or clairvoyance. This is proven in part by the fact that there's a huge amount of branching storytelling. How else would you really sell the consequence of capriciousness or chaos? It's smart and frustrating. Frustrating because if the game mechanics are actively working against your ability to navigate that variability, then how are you actually supposed to engage with it? I imagine that to get the most out of this game, you would play this with a sort of come-what-may attitude the first time around and then go back and really save scum micromanage the living crap out of it. I'm personally not gonna do the save scum thing, but if you do I hope you put it on youtube or something cause I'd love to see. I can't think of another game that is really playing with this stuff, and illustrating it so convincingly. Anyways, here's a few last points to mop up. The combat is good, but I'm personally a lot more interested in everything else. If you're interested in playing this but you're on the fence because of the combat or something, I say play it! I've played through the game one time on soldier difficulty. Hope this is helpful!
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