
zeit.de
Stronghold Crusader" Remaster Sells 100,000 Copies in Two Days
The remastered version of the 2002 real-time strategy game "Stronghold Crusader" sold over 100,000 copies on Steam within two days, marking a significant success for the series after years of less-well-received sequels.
- What is the significance of "Stronghold Crusader's" strong sales figures, and what does it indicate about the current market for real-time strategy games?
- Stronghold Crusader", a remastered real-time strategy game originally released in 2002, has sold over 100,000 copies on Steam within two days of its release. This success marks a potential turning point for the series, which has struggled to replicate the success of its first two installments. The game's challenging difficulty may deter newcomers.
- How did the design choices in later "Stronghold" games contribute to the decline in the series' popularity, and how does the remaster address these issues?
- The popularity of the "Stronghold" series, particularly in Germany, is highlighted by the strong sales of the "Crusader" remaster. This success contrasts with the less-positive reception of later games in the series, which often deviated from the original gameplay and aesthetic, leading to a decline in fan satisfaction. The remaster's faithfulness to the original game likely accounts for its success.
- What are the potential long-term implications of the "Stronghold Crusader" remaster's success for the future of the series and the broader real-time strategy game market?
- The strong sales of the "Stronghold Crusader" remaster suggest a renewed interest in classic real-time strategy games. This could indicate a shift in player preferences towards simpler, more focused gameplay experiences, contrasting with more complex, modern titles. Future releases in the series should focus on preserving the core elements that made the original games successful.
Cognitive Concepts
Framing Bias
The narrative frames the remasters as a successful rescue of a series in decline. This framing emphasizes nostalgia and personal connection over objective evaluation of the games' qualities. The opening anecdote about the author's childhood experiences strongly sets this nostalgic tone.
Language Bias
The language is largely informal and subjective, reflecting the author's personal perspective. Terms like "gruseliger" (gruesome) when describing the remastered game character are examples of subjective language. While not overtly biased, it lacks the neutrality expected in a more objective review.
Bias by Omission
The analysis focuses heavily on the author's personal experience with the games, neglecting broader critical perspectives or reviews of the remasters. While subjective experiences are valuable, a more balanced approach would include reviews from gaming publications or a wider range of player opinions to provide a more comprehensive assessment of the remasters' success.
False Dichotomy
The review presents a somewhat simplistic dichotomy between Stronghold and Stronghold Crusader, portraying them as entirely different games with opposing strengths. The nuance of their shared elements and the evolution of the series is underplayed.