FireShot Capture 11442 - Crusader Kings 3 review_ - https___www.pcgamer.com_crusader-kings-3-rev.jpg
I've become completely tangled up in Crusader Kings 3's plots and family trees. It's my jailer, keeping me far too busy orchestrating murders and becoming pen pals with the King of France to leave the flat. I should probably do something about that, but I've got this succession crisis to sort out. You know how it is.
There never feels like a good time to step away from Paradox's grand strategy RPG. You can't just go for a nice walk when your ruler is on death's door or the Byzantine Empire has just declared a holy war—there's always someone somewhere setting a fire that you're going to have to deal with. It's One More Crisis Syndrome and I've got it bad.
Anyone who's played Crusader Kings 2 should be familiar with the ailment and be well-prepared for the sequel. You are once again the head of an early medieval dynasty, and you'll try to keep it trucking for as long as you can by click, click, clicking on its elaborate map and stacks of menus. Your tools are diplomacy, intrigue, warfare and luck, and your goals are whatever whims your mind conjures up.
Like all grand strategy games, it's cursed to look incredibly imposing, but this is the friendliest of the bunch. It's shed none of its complexity, but it's much better at showing how everything is connected. On top of a serviceable tutorial that gets you started in Ireland, there's a tutorial menu that's accessible at any time, as well as a seemingly infinite supply of tooltips. Even the tooltips have tooltips. Getting advice is like stepping through a portal into a dimension constructed purely out of tips on how to lead a medieval dynasty, which turns out to be quite helpful.
Don't get too hung up on that stuff, though. You can obsess over numbers and powergame your way through history, or you can go on an experimental journey to create a matriarchal society in North Africa founded by Vikings, but you don't need epic ambitions to get the most out of Crusader Kings 3; all you need is a dysfunctional family.
Imagine The Sims, but you've got 20 people in your house, half of them have virulent STDs, and the others are plotting a coup. It's a glorious mess. Your dynasty doesn't exist in a vacuum, either, and will constantly collide with other families and courts, but you can burn through plenty of hours just mucking around with your domestic affairs and securing your grip over your realm.
Crusader Kings has always been about characters instead of nations, but they've never seemed so rich and so maddeningly real before. Each of them is full of agency and ambitions and will more often than not devolve into a petulant child when they don't get their way. Adopting them is a big responsibility. They might be greedy, cruel, pious, horny, perpetually drunk—if you're looking for an adjective, you'll find it. Everything has a root cause, something that the trait can be traced back to, like a childhood bully or a battle that went badly, creating characters moulded by their pasts.
They start developing before they're even born. Parents can pass on congenital traits to their children that can be strengthened over generations, letting you promote things like intelligence and symmetrical features through arranged marriages and bad science. Inbreeding is one way this can be done—a perfectly normal thing to write in a videogame review—but that's a ticking time bomb. One of my rival dynasties ended up almost destroying itself by keeping it all in the family, which made a whole generation almost entirely infertile. Big Game of Thrones fans.
A long-lived character can earn a confounding number of traits over their life, some of them slightly contradictory, but there are always a couple of reliable core personality quirks that bubble to the surface. Everyone gets an epithet that sums them up, so you don't have to trawl their character sheet to get the measure of them. I'd be Fraser the tired critic. These come in extremely handy when you're setting up marriages or considering someone for a job on your council. You don't want your marshal to be a irrational craven—unless you think it might be a laugh—and a marriage with a resentful villain probably wouldn't be a very happy one.
These details often end up reflected in a character's appearance. Everyone gets a 3D model, subtly animated and posed to reflect both their mood and personality. I saw a lot of scowling, but I just have that effect on people. Over the years you'll watch them change as they pick up wounds, diseases and simply age. You can get a glimpse into their lives just by looking at them. Meeting all these lively people is incredibly refreshing after spending years with Crusader Kings 2, where I had to interact with pictures taken during an open casket wake.
Sometimes they seem almost bespoke. All their stories are random, emergent narratives, but then you get these arcs that just seem too perfect. There are characters who go on these journeys taking them from nobodies to kings, full of surprise twists, heroic comebacks, secret romances—the lot of it. Crusader Kings 3 doesn't really need us at all.
To really make a mark on the world, as well as keeping your unruly dynasty in check, you first need to focus on beefing up your ruler and meeting some personal milestones. Thankfully, there's always one event or another hurtling towards you with opportunities for growth. You might walk into your bedroom one night and find a member of your court molesting one of your shoes or chamber pots, at which point you can chase them out or call the guards, but you might instead decide that, actually, fondling random objects is very much your kind of thing. And voila, you've got a new hobby. More wholesome events include having a really nice conversation with a new friend and getting a really cool dog.