Skip to main content

Video Game Review - Gord

Rob reviews Gord on PlayStation 5…

Video Game Review - Gord - main cover image


When it comes to base-building sims, you don’t often find the genre appearing on consoles. Head on over to Steam and you’ll be thrown into a figurative world of base-building delights. However, on consoles aside from the likes of Halo Wars, it’s hard for me to even think of a recent example. 

Gord, which has been developed by Covenant.dev, and published by Team17 is a grim base-building experience that’s found it’s way onto consoles (as well as PC). Taking inspiration from Western Europe’s Dark Ages, Gord tasks you with taming the wild lands for your King, and surviving to tell the tale. 

As Steward to the King, it’s all down to you on how this crusade will go. Get your decisions wrong, and your people will soon meet their maker. Thankfully you're not alone in this task and you’ll have the ear of three advisors to give you some well needed guidance. First off is local tribe leader Bogdhan who teams up with you to then offer his own people as your work and fighting force. Next up is Edwyn - the Kings Emissary - a wretch of a being who’ll happily see you fail if it gains him favor with the King. Lastly you’ll also have to guidance of Lynx, a local Witch who’s power could just help you survive these wilds. While this trio will help you throughout Gord, it’s ultimately up to you as to how to deal with the issues that stand in your way. While Gord isn’t as punishing as Elden Ring, failure does come pretty often - and once you realise this…well it becomes a little easier. 

Video Game Review - Gord - Screenshot 1


Unlike most settlement sims, Gord features various scenarios a that tell the overall story. It’s through these missions that you’ll face the various challenges that’ll plague your existence in these strange lands, and also learn the game’s fundamentals. Much like other titles, the campaign also acts as a mini tutorial, and each area will give you something new to focus towards whilst dealing with everything else. Quite often you’ll build up a small village to see all your hard work undone during the next scenario, to then have to start from scratch. It certainly keeps you on your toes, but isn’t punishing enough to put you off the experience. 

To stop you from becoming all powerful, there is a limit to your gord’s population. Its also this population that you’ll have to utilise to be your workers and fighting force. As the world beyond your walls is pretty hellish, there’s a heck of a lot of risk involved when doing the simplest of tasks. Sending scouts out to gather some much needed supplies could looks safe, yet there could be any number of wolves, hostile tribes, hideously grotesque spiders, or muderous spirits nearby. As such I often found that prioritising a small defensive force was the way forward. You could then use these warriors to escort your gatherers, to then ward off potential attacks whilst they do their work. 

Video Game Review - Gord - screenshot 2


As your people are only simple humans, they’re not exactly invincible and will often injure themselves in the name of success. Thankfully if the worse does happen you can build a meadery where they can literally drink to good health. Later on you’ll also have to manage your gord’s faith as this then allows Lynx to perform some powerful spells that can be a lifesaver. While the world is a perilous placed exploration is encouraged. For those who do venture straight into the danger there’s a whole heap of extras to be found. Sometimes you’ll find mysterious shines which will bump up your faith, captured tribesmen who’ll join your Gord, or valuable treasures that’ll offer buffs to whomever holds them.

While the perpetual darkness of Gord’s world hides all manners of creatures, it’ll also effect your villagers sanity. Spending too much time away from home, or simply overworking your citizens will then see their sanity suffer as a result. This then adds another layer to he complexity as you’ll have to provide sufficient “rest” periods if you want everyone to remain productive. Much like in real life your villagers will also potentially get jiggy with each other which will result in their offspring coming into the world. Its quite comical in a way as you’ll be able to name the child, to then see them grow up and join your roster of workers/warriors. 

As mentioned above, Gord is a game that’s all about darkness. It’s not a pleasant game to experience, yet it’s one that’s incredibly hard to put down. While it’s locals are often dark woods, murky swamps, and snow capped tundra, it’s packed full of meaningful player choices that’ll certainly raise a few eyebrows. Ever wanted to sacrifice your first born to a tentacle menace? Well Gord allows you to! However, you can also murder said monster for more acclaim - and a lighter conscious. 

Video Game Review - Gord - screenshot 3


Overall, while Gord isn’t going to break the mold it’s a perfectly serviceable base-building/management sim. It’s grim-dark story does plenty enough to keep you invested to its conclusion, and you’ll definitely get invested in the plight of your people. The free play mode also adds a reason to return, and it’s great experimenting with different ways to build your own Gord. Regardless on how you’ll play, Gord offers a deeply rewarding experience that’ll drag you into its horror filled world - and not let go! 

Rating: 8/10 

A code was provided by the publisher for this review. 

Gord is available now and can be purchased on the PlayStation Store. 

Rob Lake - For more comic book and video game chat why not follow us on X/Facebook @GeekCultureRev, TikTok/YouTube @Geekculturereviews, and BlueSky @geekculturereviews.bsky.social

Comments

Popular posts from this blog

Crafting the Apocalypse with Kek-W

Rob takes a trip to Deadworld with 2000 AD writer Kek-W… ‘ The Fall of Deadworld: Redemption ’ made its return to the 2000 AD Prog this week. While the battle for Sector 13 and the wider city rumbles on, I spoke to curator of chaos, Kek-W about Deadworld past, and more importantly, its future. Looking back, what first attracted you to writing what’s essentially the Dark Judges origin  story? KW - Well, the first four DREAMS OF DEADWORLD stories that Dave and I did were well received,  so rather than just doing more of the same - stories that showcased the individual Dark Judges - I pitched the idea of telling the back-story of how the four of them destroyed an entire world. How did that happen, how might it work? I figured it was a landscape ripe with dramatic story-telling potential. 'Ripe' being the operative word! (laughs) I also thought it might be interesting to focus in on a ordinary family, to see and experience the collapse of civilization  from their point of view and

Rogue Trooper - Blighty Valley TPB Announced

Garth Ennis takes a journey back to NU-Earth… Today, August 29th marks a pivotal moment in 2000 AD history. Back in 1981, Gerry Findley-Day and Dave Gibbons introduced GI Rogue Trooper. As a Genetic Infantry, Rogue is bred to survive the harsh war-torn environment of NU-Earth. Soon betrayed by his superiors, Rogue is forced to seek his revenge while traversing the dangerous battlefield that NU-Earth has become. With the bio-chip personalities of his former comrades as his only allies, Rogue spent the next few years tracking down the Traitor General.  Fast-forward to today, and 2000 AD have announced that ‘Blighty Valley’  , Garth Ennis and Patrick Goddard’s recent foray into NU-Earth is being released in a trade paperback collection. ‘ Blighty Valley is Rogue’s first regular appearance in 2000 AD in a number of years – a thirteen-part story set at 'Night’s Horizon', the annual event where Nu Earth’s orbit carries it closest to a nearby black hole. The Norts call it Zvartchvinte

Comic Book Review - The Best of 2000 AD Vol. 3

Rob reviews The Best of 2000 AD Vol.3… The ‘Ultimate Mix-Tape’ of 2000 AD’s greatest hits is back for its third volume. Packed with an array of specially curated strips,  The Best of 2000 AD series does its very best in introducing you to the world of Tharg, and his Thrillverse. Much like its predecessors, this volume offers up an enticing mixture of strips and feature that draw across all corners of the wider 2000 AD mythos. While we do get a couple of standard trips to Mega-City 1 with Judge Dredd, series Editor Owen Johnson shows us the anthologies more “Tales of the Unexplained” side as things get a little bizarre.  Personally, this third volume has been my favourite out of the series so far. Not only does it feature a Judge Dredd written by Michael Carroll, we also have the debut of Ian Edginton  and D’Israeli. While you’d think that Johnson would of opted to include the duo’s phenomenal Scarlet Traces, he’s instead swapped the Earth/Mars war for the Atlantic Ocean, as we get a mu