I’m a cult leader these days.
Let me tell you what I’ve just been doing.
It’s astonishingly systems-heavy.
It’s real bust-out-a-pen-and-paper territory.
The management side is initially the most daunting part, but it quickly becomes pretty straightforward.
Their needs grow as your options grow.
(And I mean grow.
I am a very clumsy machiavellian, as it happens, but even that has its own rewards here.
One of my heretics was giving me so much trouble I decided to feed them a poisoned dinner.
Sadly, after I’d baked it, I pressed the wrong button and ate it myself.)
Sprinkled in are little mini-games that unlock too.
you might fish or play what turns out to be a really excellent dice game of chance and strategy.
Re-educate dissenters or kill them?
Bury dead bodies or harvest the meat?
Be your own boss, hun!
This part of the game is straightforward but filled with a lovely sense of impact.
As you battle through these guys you’re gathering all sorts of resources and unlocking new followers.
In truth, though, it’s all stats and clicking and power choices.
Games are terribly good - and/or worrying - when it comes to obedience.
Give me numbers that go up and I’ll do almost anything.
I am not fooled by the illusion that I am the one in charge.
you could tell the teachers really cared about this production of Hansel and Gretel.
One set of rooms is entered by a doorway which is itself knee-deep in gentle lapping water.
There is a desire to build a world here that is genuinely transporting, and so?
And so I was duly transported.
But really you’re trying to arrange happiness for people.