Empire of Sin Review: Crime Pays in Clever Strategy Game

Kingdom of sin

Empire of Sin Review: Crime pays off in a clever strategy game from the era of the prohibition

"Empire of Sin is a clever mob management game with a strong environment but some notable technical problems."

  • Updating setting

  • Clever management system

  • Strong role play elements

  • Missing options for battle speed

  • Failure and instability

The pairing of the 1920s prohibition story of Empire of Sin in the left panel with high-level strategy game tactics works so well that it's almost a surprise nobody thought of it before. It turns out that the world of bootlegging fits perfectly into a genre that is about managing operations and carefully planning every move. Who would have thought that?

The creative strategy game is a kind of wild passion project for Romero Games, an indie studio run by the married duo John and Brenda Romero. According to John Romero, the inventor of Doom, game director Brenda Romero put the idea into practice for over 20 years, and those two decades of conspiracy are evident in the end result. The game is as carefully planned as its criminal operations.

Despite its rough edges and the desperate need for battle speed options, Empire of Sin is a confident history lesson from the time of the prohibition that brings together some of the best elements of RPGs, as well as strategy and tactical games, to create a memorable mob management game. Create experience.

The roaring 20s

Empire of Sin is set in an alternate version of 1920s Chicago, in which the real world’s greatest gangsters of the time have gathered in one place to battle for supremacy. It's almost like Super Smash Bros. for jazz-era nerds when familiar faces like Al Capone and Stephanie St. Clair are embroiled in a city-wide turf war. The goal of each playthrough is to be the last gangster to stand when the smoke from the gun goes away by executing each rival.

This setting is rarely used in the video game world, and it's instantly enjoyable to dive into here. The bars are full of people dancing, jazz music is played during the brawls, and there is enough cigar smoke to suffocate a horse. It's not shy to offer a romanticized portrait of the era, but it doesn't sacrifice its dedication to historical detail to do so. At a time when video game worlds are getting bigger and fancier, there's something refreshing to stroll through the humble streets of Chicago.

The historical backdrop is not only used for aesthetic staging. While the 1920s presented gameplay challenges for a flashy action game, Empire of Sin took advantage of the slower pace of the era. At its core, the game is the most rampant city management game in the world. Players set up various rackets such as speakeasies and casinos and must carefully monitor them. Increasing the word of mouth of a brothel can make more money, but it can just as easily encourage a police raid. This constant balancing act makes building an empire a series of decisions that will have a real impact on any playthrough.

Thanks to simple menus, it's surprisingly easy to keep track of everything that's happening. This is a godsend for a complex game of its kind that could easily overwhelm players with options. I always knew exactly how to build a gang trade, bribe the Chicago Police Department, or change the alcohol my bars serve.

This constant balancing act makes building an empire a series of decisions that will have a real impact on any playthrough.

The game does an excellent job of rewarding efficient planning and money management. I felt like a true mob mastermind when a rival gang showed up at a high quality casino, only to be wiped out by the increased security I had invested in. Moments like this are usually reserved for big strategy games that deal with giant wars, like publisher Paradox Interactive's 2020 hit Crusader Kings III, but that style of play translates perfectly into the shabby intimacy of brawls and personal vendettes.

Mob hits

The management aspect is only part of the game's DNA. Combat follows a tactical approach to play à la XCOM and places mob members on a grid in turn-based shootouts. Each recruit receives two actions per turn that allow them to move, shoot, use an item, or perform a special ability.

The known system works on two different levels. For one, this reinforces the notion that the player is a mob leader who literally has the say by directing each of his subordinates. It also resists the urge to turn the 1920s into a modern day action movie by keeping the brawls a little slower and sloppier, making it feel truer to the clumsy guns of the time.

Kingdom of sin

This deliberate pace doesn't come at the expense of fun. There are still plenty of tricks for players to play around with as each recruit has their own skill tree and weapon skills. Some characters can offer defense by attracting shots, while others can throw axes at enemies. These quirks keep the fights fresh as players work to assemble a perfect crew of minions to cover up each other's weaknesses.

While the tactical element goes well with the theme, there is one major problem: there is no way to automate the fight or fast-forward it. Every time a player enters the fight, they must see it through to the end, unless they choose to escape via exit points. This results in longer fights when characters begin to miss out on direct shots.

At some point I stopped declaring war on rivals just to avoid getting caught up in a wave of protracted grunt fights.

This isn't a huge issue with missions and raids on enemy safes, but it does become a major pain point when gang wars break out. While engaged in major brawls, enemies attack a player's clubs at random. Players have to go through each fight manually and control the low-level security guards who don't possess any of the fun skills and perks that the right crew members have. In some cases I have been involved in up to seven indistinguishable encounters in rapid succession. At some point I stopped declaring war on rivals just to avoid getting caught up in a wave of protracted grunt fights.

It doesn't help that the game has some rough edges that weigh the heaviest in the fight. There are plenty of bugs, like the game getting stuck in the middle of a character move, crew members suddenly disappearing, or allies sliding across the battlefield as a living corpse. Most of these issues seem fixable (and many will hopefully be fixed in the game's first PC patch), but the current instabilities make for a somewhat unpredictable experience that can lead to unintended comedy or frustration.

Know your role

A game of this nature lives and dies because of its role-playing potential, and that is one aspect that puts Empire of Sin to shame. Playing through feels different as each gangster has their own set of skills, perks, and core storylines. Although the overall objective and side quests remain the same each time, the way a player approaches them can be determined by their style of play on a given run.

Kingdom of sin

On my first try, I chose Angelo Genna and played as brazenly as possible. I made enemies with everyone I crossed with and ended up being gunned down in a high-spirited attack on a safehouse. My next playthrough was far more successful as I used Stephanie St. Clair's persuasive skills to charm allies and enemies alike to lead my battles for me. In a complete change of pace, I turned Daniel McKee Jackson into a political sucker who refused to say no to a one-way deal a rival would make on his way to becoming mayor of Chicago. All three runs felt unique and satisfying in their own way, which made me want to try more gangsters.

A game of this nature lives and dies because of its role-playing potential, and that is one aspect that puts Empire of Sin to shame.

The RPG aspect is supported by some light but effective dialog trees and skill checks. Statistics like persuasion and intimidation come into play and can completely change the outcome of missions. In a quest I was assigned to take out a rival's group. Instead of killing his lackeys, I convinced everyone to join my cause and left them defenseless. Such story beats pay off for players who pursue a consistent vision of their gang leader.

The crew members have their own narrative depth as each has a back story and traits that shape their personality. On my successful run with Stephanie St. Clair, I developed a real bond with my self-proclaimed right-wing man, Grover Monks, a former carnival worker fearful of explosions after he accidentally blew up a concession booth as a kid. This level of detail makes each recruit feel like a consummate character playing a role in the Empire.

Much of the fun of Empire of Sin depends on one's own imagination and the willingness of the individual player to play the role of a gangster. The game offers a wealth of systems and details that make the role-playing game an inviting perspective. When all the genre pieces come together it's a fascinating historical fantasy that is easy to get lost in.

Our opinion

Empire of Sin offers a clever experience that fuses the genre and perfectly blends the world of 1920s organized crime with strategy game. Mistakes and a lack of combat speed or automation options can stall the pace, but it does an excellent job of putting the player in the mindset of a mob mastermind (or a fool at gunpoint) with streamlined speakeasy management.

Is there a better alternative?

Crusader Kings 3 by publisher Paradox Interactive is the best strategy game right now, but Empire of Sin is a little less intimidating.

How long it will take?

A successful run can take up to 10 hours, and there are 14 characters to choose from, each with their own story. Players can adjust the number of neighborhoods or bands present to extend or shorten the length of a playthrough.

Should you buy it?

Yes. It's a unique twist on the genre with a fun American Crime History 101.

Editor's recommendations




Iron Harvest Review: Real-Time Strategy With Feeling

Review of the iron harvest

Iron Harvest Review: Real-Time Strategy with Feeling

"A fun real-time strategy game that is slowed down by a lack of polish and content."

  • A heartfelt story

  • Strong design ethos

  • Plenty of mechanics

  • Excellent destruction physics

  • Steep difficulty curve

  • Certain gameplay with no polish

  • A small selection of content

Iron Harvest is a real-time strategy game set in an early 20th century European alternate story where the wildest creations of steampunk became a reality. While the game attracts you with its huge, lumbering mechs, it's the surprisingly personal story at the heart of the campaign that keeps you going along with an excellent visual design.

With a variety of ways to deal with the various conflicts, Iron Harvest is a fun RTS. Still, its steep learning curve could put new players off to strategy games, and its rather limited selection of content could turn RTS veterans away.

A heartfelt, if predictable, campaign

Real-time strategy games are about controlling multiple units at the same time in large conflicts. Therefore, the campaigns included in these games usually work at the macro level and deal with the bigger picture of the combat forces. Iron Harvest shows these conflicts, but at the heart of its story is Anna Kos, a young citizen of the fictional Eastern European nation of Polania. At a very young age, her brother leaves her village to fight in the First World War. What was intended as a short engagement spans years, and the wreckage of mechanical war machines eventually pollutes the country and creates the eponymous iron harvest. Anna and her favorite bear Wojtek are embroiled in the aftermath of the crisis, which, like the story of the real world, ignites the flames for a second, even more devastating conflict.

While the game attracts you with its huge, lumbering mechs, it's the surprisingly personal story at the heart of the campaign that keeps you going along with an excellent visual design.

It's an emotional story of loss, duty, and sacrifice that fits surprisingly well with some of the game's crazier elements, such as the weirdly vicious Lev Zubov, leader of the opposing Russian forces. While the beats of the story can sometimes be seen from a mile away, strong appearances by the main characters help sell the narrative. Unfortunately, part of the voice of supporting characters and NPCs is far weaker, which detracts from immersion a bit. That, and the stiff animations during the cutscenes, made me wish the developers had a slightly bigger budget to iron out some of the kinks and provide a more polished presentation.

Iron Harvest BattleProvided by Deep Silver

The graphics in the cutscenes leave a lot to be desired, But when the game pulls out the camera for gameplay, the world really comes together, and some of the missing detail is lost in the wider, well-executed level design. What makes the world funnier is how destructible it is. It's incredibly satisfying to attack enemies with a mech and watch it storm through a warehouse, leaving a pile of bricks behind.

The game's aesthetic is inspired by the Polish artist Jakub Rozalski and his collection of paintings from about 1920. Playing the game is like bringing one of Rozalski's works to life, which is a visual delight as variations of brown contrast with the bright orange of exploding missiles or the deep blue of the Polish rifle uniform.

The gameplay is deep but difficult to master

Iron harvest conflictProvided by Deep Silver

Iron Harvest makes a point of taking cover and flanking the enemy, something few other games in the genre involve. Adding mechs to the fight that can wipe out that cover in seconds makes for an incredibly active RTS. There is always something to do and you will be constantly reacting to the turn of the battle. While in some strategy games you order orders, wait to see what the outcome is, and then mess up your armed forces, Iron Harvest offers no such respite, which makes it a refreshing entry into the genre.

It is incredibly satisfying to see real-time physics in action.

However, I often wish that my armed forces would respond with the speed necessary to carry out their duties. Sometimes I would click on a unit to offer an order and then watch as it took them a few moments to carry it out. When they finished, I needed something other than them. The enemy A.I. was also frustrating at times. I would have troops firing from behind cover at enemies who were only noticed in the open air and returned shots in vain. In some places they even took cover behind the same stone wall my troops were on, and I just had to wait and see which troop outlasted the other. Moments like this really spoiled my experience with generally decent gameplay.

The campaign is a slow introduction to game mechanics, and I highly recommend completing it before venturing into the standalone A.I. Battles – and certainly before you try to face another real strategist in multiplayer. Even so, the insane juggling of controlling the field of play, managing resources, maneuvering opponents, and building my army, even after getting familiar with the gameplay, was often overwhelming. Publisher Deep Silver offers a nearly 100-page guide that goes into the details of the various game mechanics. In order to face some of the more difficult encounters, it is necessary to understand all of them.

Iron Harvest BuildingsProvided by Deep Silver

A lack of content

In contrast to the wealth of mechanics, there is a poor choice of content. After I finished the story, I switched to the A.I. Conflicts and multiplayer offers and exclaimed audibly: "Is that all ?!" The game only has a handful of maps and mission types to choose from, which pale in comparison to many other RTS titles. Future content is planned for the game, but a fee will be charged.

After I finished the story, I switched to the A.I. Conflicts and multiplayer offers and exclaimed audibly: "Is that all ?!"

Those looking to explore the various game modes and forego the story will have a hard time familiarizing themselves with the many facets of Iron Harvest. It's easy to get annoyed at the difficulty, especially if a player is new to RTS titles. The difficulty can be in the A.I. Skirmishes and challenges on offer, but found the medium setting too easy and the difficult setting way too challenging. I was as dejected in the latter as I was in the former, and I wish the game was a middle ground between the two.

Our opinion

Iron Harvest is a solid real-time strategy game where the developer's passion for the genre flows into the story and design. However, there are some unfortunate missteps when it comes to the difficulty that will put off more casual RTS fans and a lack of content that might put seasoned players off.

Is there a better alternative?

The game is heavily inspired by Company of Heroes, which is a more polished game by comparison, but lacks some of the more exciting concepts like the steampunk mechs. Age of Empires II: The Definitive Edition is currently very popular with RTS players and offers one of the most extensive packages in the genre.

How long it will take?

The campaign lasts around 15 hours, but as mentioned earlier, there isn't much variety with the additional missions. Only players who want to test their skills with some of the higher difficulties will play for ten hours.

Should you buy it?

Finally. Wait for the game to add more content and tweak elements like the difficulty curve and unit responsiveness.

Editor's recommendations