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Retro Game Database · Nintendo DSi

Hills and Rivers Remain

Retro Game Database · Nintendo DSi

Hills and Rivers Remain

Hills and Rivers Remain gets its hooks into you with a wonderfully direct kind of strategy: take a city, use its population to raise more troops, and send that growing force down the roads before a rival warlord does the same. It moves fast, so the early game has that satisfying scramble where one poorly timed march can leave a valuable village exposed. The fixed routes keep the battlefield easy to grasp, but they also make every connection worth fighting over.

There is more thought here than the simple premise initially suggests. Special buildings and one-use treasures turn control of the map into more than a headcount contest, while the campaign gives its medieval battles a personal thread through Alan, a young warlord beginning to question why he fights. It is a focused, brisk RTS for anyone who likes quick territorial tug-of-wars and wants tactics without the usual burden of base-building.

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Retro Replay Review

Gameplay

The first few minutes are all momentum. You claim a village, turn its control into fresh soldiers, and push them toward the next city before an enemy army can cut you off. Because troops travel only along the roads linking settlements, you are never trying to decipher a huge open battlefield. Instead, you are constantly looking at the map’s junctions and asking which city must be held now, and which one can safely wait.

That restriction is the game’s strength. A route can become a lifeline or a trap, and sending too many troops toward one target can leave another settlement ripe for the taking. The pace is quick enough that hesitation hurts, yet the city network gives your decisions real weight. You are not merely throwing armies at the nearest enemy; you are deciding where your reinforcements can actually reach and where an opponent may be forced to commit.

As a match develops, special buildings add reasons to compete for particular spots, while treasures offer temporary, single-use advantages. That extra layer keeps the contest from flattening into a plain numbers race. It can also be frustrating when a tight map leaves little room to recover from a bad commitment, but that pressure is central to the game’s best moments. Free-play is a welcome fit for the format: once you understand the flow, it is easy to want another compact battle on a different map.

Hills and Rivers Remain — screenshot 1
Hills and Rivers Remain — screenshot 1

Graphics

The action is viewed from above, with cities and the roads between them serving as the important landmarks. That clear map-first view suits a strategy game built around marching armies from settlement to settlement, letting you follow the contested routes without fuss.

Hills and Rivers Remain — screenshot 2
Hills and Rivers Remain — screenshot 2

Story

The campaign follows Alan, a young warlord whose certainty begins to crack as he questions his reasons for fighting. It is a smart premise for a game about repeatedly seizing territory and wiping out opposing armies: the campaign has room to put some unease behind the orders you carry out.

Do not come expecting the narrative to displace the strategy. The core purpose of the storyline is to give the battles a protagonist and a sense of doubt, rather than turn the game into a story-heavy fantasy adventure. Still, Alan’s shifting perspective gives the campaign more character than a succession of disconnected maps.

That makes the free-play mode especially useful. The campaign can supply the context, then free-play lets you enjoy the cleaner tactical question on its own terms: can you read the roads, build an advantage from your cities, and break the other warlord’s hold on the map?

Overall Experience

Hills and Rivers Remain is at its best when a simple map suddenly becomes a knot of urgent decisions. A city is not just a score marker; it is the source of the next troops you need, and a road is not just scenery when it dictates whether those troops arrive in time. The game finds satisfying tension in that narrow, focused battlefield.

Its fast pace will not suit anyone who wants to slowly build an empire or experiment with unrestricted movement. Here, the map defines the fight, and decisive control of its connections matters from the outset. If that sounds appealing, the limitations feel purposeful rather than confining.

For strategy fans who enjoy concise real-time matches with a board-game-like clarity, this is an easy recommendation. The special buildings and temporary treasures supply enough tactical spice to keep the city-grabbing loop lively, and the Alan campaign adds a worthwhile thread of reflection. It is a small-scale war game, but it understands exactly where its tension comes from.

Retro Replay Score

7.6/10

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Retro Replay Score

7.6

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