
Building machines and using them to conquer fortresses and forts was the path to victory in the Middle Ages, a way to subdue enemies and expand one's power. But which machines were truly successful and effective, and which were utter rubbish? This can be explored in "Defeat" find out.
Master of Machines
In "Besiege," we fight our way through 55 levels spread across four islands, which serve as a loose framework for the story. There isn't really a deep plot or story; you simply move through the levels, which steadily increase in intensity and challenge. Sometimes we have to destroy a fortress, other times we just have to cover a predetermined distance. Various obstacles stand in our way, such as troops that destroy our machines, or simply mountains, rivers, and walls that try to block our progress.

To adapt to different situations, we have over 70 different components at our disposal. These include not only standard beams and connectors, but also wheels, propellers, and even weapons for swift action. The core element here is clearly experimenting with the components and adapting them to the specific circumstances. There's no one-size-fits-all solution, as each situation requires different tools and approaches to achieve success. Those lacking creativity, or those particularly proud of their creations, can also access the community by uploading or downloading blueprints. Even those whose builds completely fail can at least look forward to a learning experience and a few explosions.
Overall, the gameplay, at least in its basic structure, is easy to master. Unfortunately, a proper tutorial that clearly demonstrates how to use the more specialized components is lacking. A lot of initiative is required to understand how different objects and building blocks function and how to utilize them. The port from PC to PS5 is also well done. However, some features from the PC version are missing, such as the level editor and multiplayer modes, which somewhat limits long-term appeal.

Physics Advanced Course
One of the core gameplay elements is the game's physics, primarily influenced by forces such as gravity, leverage, inertia, and material stability, which have been skillfully and realistically implemented. An example of the physics in "Besiege" is the use of catapults, which utilize lever mechanisms and counterweights to fire projectiles with high speed and precision. The simulation impressively demonstrates how leverage creates mechanical advantages. This is not only educational but also highly entertaining. The physical accuracy allows us to develop creative solutions to complex problems—be it overcoming obstacles or destroying massive fortresses. Anyone who struggles with physics can playfully engage with the subject, recognize connections, and even market gaming as an educational activity.
The game's engine is also powerful enough to run smoothly even with large constructions containing hundreds of components. Explosions and collisions are calculated dynamically, resulting in spectacular scenes. However, complex machines can occasionally produce unpredictable results, which only adds to the game's appeal and encourages further experimentation.

ImportantDefinitely download the latest update, because version 1.0 suffered from severe graphical glitches, making it practically unplayable. The current update has mitigated these issues, but performance suffers significantly when accessing community blueprints. Loading anything there is incredibly time-consuming and frustrating. Even after the update, things aren't entirely smooth and trouble-free. Even "Fallout" was initially more playable, which is saying something. However, the game's much better Steam ratings give reason to hope for further updates.
Minimalist, yet effective
Graphically, "Besiege" is limited to a functional minimum to keep the focus on the gameplay. We find ourselves in a white room, in the center of which the environment to be conquered is set up. The levels run smoothly at 60fps in 4k resolution, making the animations and physics appear very impressive and realistic. However, some players might find the level design too bland and simplistic.
The soundtrack is similarly simple, almost nonexistent. The machines and their components are well-voiced, creating at least a hint of medieval atmosphere, but there is no corresponding music or soundtrack.

Consequently, the game lacks a certain atmosphere. Despite good animations, it feels uninspired and simplistic, and even the otherwise well-executed, albeit somewhat minimalist, designs of levels, enemies, and structures can't compensate for this. There's rarely any desire to delve deeper into the objects. Combined with performance issues, this results in more frustration than enjoyment, making it difficult to spend too much time with the game.
Conclusion
