Game of Thrones Ascent is a new type of social game that unites both story and strategy allowing players to lead the life of a noble during the time of upheaval portrayed in the books and TV series. Players claim their birthright by choosing which of the Great Houses theyâ€™ll swear allegiance to, select their lineage, secure their holdings, develop their lands and reputation, and assign sworn swords to quests -- while forging alliances with new friends and much more.
Game of Thrones Ascent allows players the opportunity to make various moral decisions that not only impact other players, but the storyline as well. With deep and immersive political and social play authentic to the world of Westeros and involving diplomatic agreements, pacts, marriages and betrothals, a player's alignment and destiny truly lies in their own hands.… Expand
May 2, 2014The love for the source material and attention to the finest of details makes Ascent a natural extension to the Game of Thrones universe. I wasn’t happy with the IAP structure, but remain thankful for the chance to forge my own path through Westeros. [Episode 4, April 2014]
Apr 28, 2014Good strategy game that closely follows the books and TV show, but at the same time allows the player to interact and decide the outcome of the story. With a crafting system, unique building upgrade system, various multiplayer quests, and all-round customization, players will be able to fully immerse themselves into the world of Westeros.… Expand
Aug 2, 2014Its Pay-To-Win.
Its a flash game where you build a small town and do text adventures - all in the naming and style of the books. You have a little town, you build building, you hire some people that do adventures for you. Everything takes time, so you have to keep coming back - because farmers cannot work out that you want 10.
Its not Unique, its all been painful and better done before.
The adventures are above-average and you feel that someone has read the books though the consequences of your decisions make little difference.
Underlying all of this is Pay-To-Win, pay money to get Gold because only gold can actually make the game worth playing. Pay gold to unlock the really good features or get bonuses that would otherwise take hours of play time.
What is annoying is a painful user interface - it manages to provide a lot of information but still leaving you to scroll and click you way around it. The main center of the playing screen is a view of your town which you will never use.
In conclusion, only play it if you want to keep spending real cash on it.… Expand
Aug 16, 2014A bland Pay-to-win game riddled with minor bugs (and several major) bugs, which all varies depending on which browser/platform you play it on.
Also, depending on which platform you play the game through there is NO question asked before you do an action that spend gold coins (provided of course that you have enough of the gold coins in the first place). Gold coins are the game's currency bought with $$ or you are given a random (1-5) amount every 7th consecutive day. Forget a day (or simply be busy) and you start from scratch on the 7-day count.
The story is fixed and set in stone, no matter if you choose stealth or fight, or frontal or flanking attack, or choose to help or ignore someone. What happens in the story and your follow event is all the same, so it all boils down to selecting the path that gives you the greatest chance of success.
Nothing at all is automatic. You always have to click at least twice (often more) to see/receive anything you did or produced. At least once to get to the correct building, and at least once to take the produced item. Coupled with unresponsive servers this can turn out to be more clicks. To actually start doing something you have to click a lot more.
There is no trading of goods at all. Even between friends and allies. You have to wait for the game to finish its slow making of them (or pay $$ to speed it up) and then clickity-click.
Until you do pay $$ the game will consistently remind you should buy some gold coins.
At the start you get one week immunity from other players attacking/helping you, but after that you are free for all. No opt-out. A player 100 levels or more higher than you can and will attack your level 20 if they just want some easy loot.
You buy "Sworn Swords" that do all your quests/adventures/fighting for you, but once you get more than a couple of handfuls of them the clicking becomes a job and a chore, and is increased by the consistent waiting-for-server to respond which depending on the time of day can be a couple of seconds to timing out.
Attacks come in two categories: harmful and helpful. Failing a harmful attack gives your "Sworn Swords" wounds if they lose. Five wounds and your "Sworn Sword" that you paid for is dead and lost, unless you pay a "small" sum to get it back. Given this it is practically useless to defend against incoming harmful attacks since your one defender will take all hits from all attackers sent against you; You can choose to lose resources or risk losing something you paid for.
You always have at least 5 % chance to lose any quest/adventure/fight, even if your skill is 1000 and your opponent's is 1. Your random winning chance is all determined by one single 1-100 dice roll. (Look up Civilization 1 and Tank/Nuke losing versus Spearman for all the fun stories this presents.) On the plus side, it is the only thing that makes you sometimes win against those higher levels attacking you.
If you do attack/help other players the rewards will be *greatly* reduced unless you have paid real money. Paid $$: 400 reward tokens after 1000 attacks/defences. Unpaid: 5 reward tokens after 15000+ attacks/defences. (The game gives you a bunch of statistics so I checked before and after I took the bait.)… Expand