By the skin of its teeth, New London had weathered the storm. In no small part this was not due to my leadership, but in spite of it. While I had build infrastructure and homes, I had neglected to fully exploit my coal resources, and I had disbanded my outposts far earlier than I should have. By the fourth day of the blizzard, the generator was running on coal dust, and was desperately trying to keep the great machine running while I held services, delivered sermons, and organized public displays of penance to keep the people from losing all hope. Though conditions were awful and many died, the city and most of her people survived. The people rose to greet the day, rebuild, and turn their eyes to the future once more. Overall, a happy ending.
The game, however, had different ideas. As the ending title cards played, the game painted a picture of New London as a theocratic society, viewing everything through a religious prism, and worried the people had “gone too far” in adapting themselves to this new world. Given all of what had happened, I couldn’t help but feel a touch let down by this pronouncement from on high.
I suppose that sums up my current feelings towards Frostpunk, the new game by independent Polish developer 11 Bit Studios. While the game is quite enjoyable on the mechanical level, its thematic concerns don’t seem to be quite in line with my own interpretation of the game.