Frostpunk 2 Review – Snowpiercer

As a seasoned city-builder and survival enthusiast with a knack for navigating bureaucratic labyrinths, I found myself captivated by Frostpunk 2‘s enticing blend of resource management, moral dilemmas, and stunning visuals. This game is not for the faint-hearted; it’s a challenging journey that demands your full attention and patience.


Guide a band of travelers across the icy wasteland, stumbling upon the remnants of an enormous warship and searching diligently for coal to rekindle its power source. Construct dwellings albeit at a slower pace, resulting in numerous casualties due to the harsh cold. Accelerate resource collection, distribute provisions, and unearth a thriving seal colony. Neglect using this knowledge, allowing nature to take its course. Uncover that rations will not last before the impending storm (and decline the elderly’s request to leave the safety of our camp to preserve food for all). Continuously attempt new strategies, only to start anew time and again.

In my third try, I perfected the skill of making the right choices effectively, such as stopping the seals from being hunted to increase our food reserves. We managed to endure the Whiteout, yet this was merely the introduction. The genuine adventure – and assuming the role of Steward in New London – is about to unfold.

To put it simply, Frostpunk 2 thrusts you into the action right away, as your character, who was once led by The Captain in the previous game, has now taken over and finds themselves facing dire circumstances. Coal reserves are rapidly dwindling, and while mining outside the city provides a short-term solution, a reliable external source is essential for long-term survival.

In Frostpunk 2, the enormity and complexity of your predicament unfolds. As before in Frostpunk 1, your decisions held supreme importance for survival. However, this time around, the people’s demands have grown more intricate. Factions have emerged within the city, each with their own opinions on the city’s course. Your leadership is put to the test right from the initial council meeting, where they determine if you are capable of guiding them.

As a gamer, I could say: “I’ll take a shot in the dark and see if the undecided group swings my way…or better yet, I can negotiate with a faction, offering them a chance to have their law considered at the next meeting in return for their support now. Maybe I could even explore an idea they’re passionate about, or give them the opportunity to propose the next motion we vote on.

Of course, these factions also have an opinion on any Idea you want to research. Opt for the Dust Coal Mine, and you please the Frostlanders, but no one else. The Blasting Coal Mine looks more appealing – the New Londoners, who form the majority (Neutral they may be), agree with it along with the Faithkeepers, and the Coal Output is slightly higher.

However, it demands way more materials and increases Squalor. Those opinions can translate into votes on the Council depending on the motion in question and whether they’ll be open to negotiation. One of the more intriguing elements is giving the agenda to a faction with less-than-positive impressions of you to raise their favor, only to convince the others to strike down their motion.

Head towards the deserted outpost with the intention of constructing a Logistics Center close to your Mining Zone. If you don’t have sufficient tiles for this project, it might lead to additional time spent on frostbreaking.

Then again, those backdoor dealings can catch up with you. Failing to meet a promise causes you to fall out of favor with a faction. Make too many promises, and you can’t rely on persuasion to support a law. It’s a lot to deal with, but requiring 51 votes and only slightly crossing that threshold offers some real tension.

Contrary to the first game, the magnitude of Frostpunk 2’s setting is significantly larger. Instead of days, time progresses in weeks, and entire districts evolve over this period. Your responsibility includes providing housing for the population and aiding them in enduring the cold. Prefabricated structures are essential for district construction, though some can be found in the frostlands. Building Extraction Districts and Industrial Districts, however, will yield a set income weekly. The former is crucial for gathering Resources, which the latter can convert into Commodities – an action you should perform to curb the occurrence of street gangs reminiscent of the Peaky Blinders.

Expansion of any kind necessitates the process of frostbreaking, which in turn requires workers. Therefore, consider relocating to that old waystation to construct a Logistics Center close to your Extraction District, but be aware that you might not have enough space for it (meaning more time spent on frostbreaking). Additionally, you have the option to expand each district into additional tiles and add a new building slot.

Here’s the way I would rephrase it: A Research Center is initially established, followed by the necessity for Hospitals to care for the ill, a Shiny Crop Hub within your Agricultural Zones to boost crop gathering efficiency, and numerous other essential structures. Not every building presents disadvantages during construction. The optimal choices can help manage issues like disease, poverty, heat, and more.

As a gamer, I’d say this new version has a similar challenging edge as the original, but it seems to favor meticulous city-building for optimal results over navigating complex social dynamics.

Should overseeing a single city not suffice, you may also embark on expeditions to the icy territories in search of additional people, fuel, and essential supplies. Resources near New London are not boundless; it’s crucial to find a sustainable source from the wilderness. To ensure this, you’ll need to set up supply lines, assess dangers when venturing into hazardous areas, and have multiple expedition teams (which can be facilitated through various laws and concepts). This becomes complex as other tasks, such as determining how to handle the deceased or enhancing home insulation for warmth, must take priority in research.

Regardless of your diligent work, death can strike unexpectedly, causing a dip in public trust. Neglecting seemingly insignificant issues, such as less influential groups within The City, can lead to chaos. I acknowledge the added depth and scope, but managing both action-packed scenes and bureaucratic procedures – the dance in Council Hall that ensures appropriate actions are taken – can become overwhelming.

The interface isn’t solely responsible for the complexity; it features various tabs for the Idea tree and each tab has distinct nodes. Similarly, the Council Hall demands navigation through numerous menus to influence factions in favor of your proposal. As time passes, the default view becomes increasingly crowded. Essentially, you must strive to optimize your actions because every moment spent could have yielded additional benefits for your city, especially when the Whiteout occurs.

Though somewhat like the original in how punishing things can get, the increased scale feels like it leans slightly more towards min-max city-building than social dilemmas. It also makes some deaths feel less important, which is probably intentional. The numbers becoming statistics aren’t lost on me, though.

In this case, the game excels by turning strategy, survival aspects, and ethical dilemmas into an engaging adventure, requiring you to look at the overall situation when playing.

It’s fortunate that certain instances serve as a reminder of the everyday challenges faced by your community. For instance, witnessing little Sue Miller transform from a rough-and-tumble kid to a skilled apprentice, all thanks to my emphasis on Family Apprenticeship, is heartwarming. On the other hand, observing Nell Sinkfield, a 38-year-old homemaker, grieve over her sick child and blame the Turners, or seeing a neighborhood shun a family due to insufficient Contagion Prevention laws can be disheartening. These experiences serve as a stark reminder of the repercussions, both positive and negative.

Regardless of the intense pressure and grim environment, it’s tough not to appreciate the stunning visual appeal of Frostpunk 2. The beams of light radiating from the vital Generator weave intricately through the districts, the continuous snowfall, and the meticulously crafted landscape that juxtaposes your thriving city create a breathtaking scene. The music and sound effects are equally captivating, ranging from the poignant melodies during critical situations to the occasional radio transmissions.

In Utopia City Builder, which is located outside your campaign, you’ll find Frostpunk 2. Here, you get to pick a starting location with resources that are randomly distributed, scales that vary, and conditions that differ. It’s this aspect that seems to be the main draw of Frostpunk 2, as it offers more freedom to shape your city according to your desires. Although I haven’t delved deeply into it yet, the gameplay that emerges demonstrates how seamlessly all the systems work together, even if things can get a bit chaotic as time goes on.

In terms of narrative and environment, Frostpunk 2 represents a sequel, yet it stands out due to its expanded scope and intricacy. What makes it shine is its ability to create an engrossing experience encompassing resource management, survival, and ethical dilemmas, albeit requiring a broader perspective. Certain areas could still benefit from improvement, particularly the camera during exploration of the frostland, but overall, it offers an experience that is as captivating and enjoyable as it is exhausting and emotionally challenging.

This game was reviewed on PC.

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2024-09-23 19:41