Bad North may look sweet, then. It may occasionally feel sweet, as you use a finger to spin your current island, as if it was a tiny model on a designer's turntable. But this is about as unsweet as games get. A stripped-back real-time strategy - a handful of units to control, no base-building - with all that genre's potential to watch a single mistake blossom into panoramic catastrophe intact. Marry that with the structure of a roguelite: incremental improvements, the strengthening drum-beat of your evolving powers and abilities, all playing out across a procedural campaign and silenced by a single disaster.
Each level lands you on a fresh island with the same objective: defend the cluster of buildings huddled around you from the invaders who will arrive on your shores one after the other. It is all so sinister! They stand silent in their longboats, these invaders, masked faces unreadable but murderous intentions entirely clear. You, meanwhile, control that handful of colour-coded armies, moving them from one spot to another, slowly levelling them up over the course of a campaign so you have the likes of specialised archers, pike-men and infantry, all with strengths and weaknesses regarding things like range and the ability to attack when moving to take into account. You take out one landing, and then you scan the horizon for the next one. And then the one after that, and then the landings that occur in two places at once.
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It's simple, stirring stuff. Bad North is initially so simple, in fact, that I worried it would run out of energy and become boring. In truth, there is just enough to think about, by the time a campaign is really flying, to guarantee that you will have slightly too much to think about overall. Getting the most out of your troops requires speedy deployment of specialised forces, with one eye constantly on the horizon. Losing a unit means you may survive this encounter, but the next encounter will be more difficult. On the campaign screen, everything is revealed as a choice, eventually: you read prospective islands for how easy they will be to defend, but also how much they will reward you if you are successful. Mistakes cast very long shadows here.
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That crushing nature of the defeat, incidentally, makes the occasional bug all the more infuriating. Once or twice - it is really a very rare thing - I have all but won an island only to find that the last enemy troop simply won't die. It's not that they're the elites, which can take some time to kill, it's that they just won't succumb to any kind of attack, and I'm left with the option to flee in a boat, if I can make it to one, or simply give up.
Such problems hardly define the experience, however, which is generally streamlined and pretty and wonderfully unpleasant. Bad North is the perfect title for a concoction like this: this compact strategy game feels frigid and remote and thrillingly nasty.
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