Castles is a video game developed by Quicksilver and published by Interplay in 1991 and 1992 for Amiga, Atari ST, and DOS.
Castles is a unique blend of strategy, resource management, and medieval warfare. Set in a fictionalized version of medieval Europe, the game puts players in the role of a monarch tasked with designing, constructing, and defending a series of castles against waves of enemies. Combining real-time and turn-based elements, the game stands out for its innovative approach to castle-building mechanics, making it one of its era's more distinctive strategy games.
At its core, Castles revolves around meticulously planning and constructing fortifications. Players must decide the layout of the walls, towers, and gates while ensuring that construction progresses smoothly by allocating workers and managing resources effectively. The game demands strategic foresight, as a poorly designed castle can be vulnerable to attacks from invading armies. Once construction begins, players must also defend their stronghold from attackers using a mix of tactical troop placement and defensive structures. The game rewards careful planning, as strong defenses can hold off sieges, while hastily built castles can crumble under sustained assaults.
One of Castles' most interesting aspects is its dynamic event system, which presents players with moral and political dilemmas throughout the campaign. Choices made during these events affect the player's reputation and influence in the kingdom, adding a narrative layer to the strategy. Balancing diplomacy, military strength, and economic stability becomes crucial as the game progresses.
The game's graphics clearly and functionally represented the castle-building process. The isometric perspective allowed for an intuitive layout, while the user interface, though somewhat cumbersome by today’s standards, was serviceable. The game featured a medieval soundtrack (a bit better on the Amiga version) that complemented the setting and atmosphere.
The game received positive reviews for its originality and depth, with critics praising its combination of construction mechanics and real-time battles. However, some noted that the combat system lacked complexity, relying more on pre-planned defenses than active battle strategy. Despite these limitations, the game found a dedicated audience. It was successful enough to warrant a sequel, Castles II: Siege & Conquest, which expanded upon the original's mechanics and introduced more advanced diplomatic and military elements.