Overview of The Guild 3. A one-day world in five years.
It took nearly five years for The Guild III to exit early access without bugs. The absence of interiors is the lesser of the evils, although it initially feels like a disaster, a blow to the heart. Without upgradeable interiors, the game seems to have lost its atmosphere. The change of developer (from one nameless studio to another) suggests that the development was rather budget-conscious. UbiSoft once drove the Hungarians from Black Hole into bankruptcy due to the development of 'Heroes VI'; here, it all turned out fine.
The game is not enticing to play. The gambling at the tavern is severely limited. The profession of priest has now been replaced with the role of scribe. There are very few options for attracting a partner into marriage. The game has become more casual— all professions can theoretically be mastered much quicker than the time allowed in The Guild I. All it takes is gold and a small amount of influence. The latter is a very rare resource in The Guild III. But it can essentially be converted if one has enough finances.
The game The Guild III is disappointing, faceless, soulless. I had to use fast-forward almost all the time. If in The Guild I, The Guild II, the endgame was empty, in The Guild III the entire time span is empty—there's hardly anything for a pauper or a viscount to do, just routine. It would have been nice to have grand projects that take up half the game, like in Anno 1404—for example, the construction of great cathedrals for the guild of stonemasons.
I consider the news good for The Guild: Europa 1410: a return to the roots, back to The Guild I—I didn't like moving my own avatar (alter ego) through the streets. A remaster of the first 'Guild' would be nice. The game The Guild I is still engaging. However, I don't want to give The Guild III even a chance to entertain me—it’s a tedious Sim-sandbox that offers very little. Perhaps all the problems of The Guild III are a consequence of the issues from the second The Guild, where the developers decided to remove the action points (AP) accumulated each round, which were cherished by players. I still remember what happened to necromancers in the second 'Guild'—they were turned into an ordinary profession without special actions, skills, etc. And the lack of interiors began precisely with The Guild II—fishermen and bandits lacked them. A disgrace. The only thing the developers of The Guild III managed to do was to release the only 'Guild' without bugs. Amazing. It's a pity that they still haven't resolved the model collision issues.