It's rough, dated and still probably one of the better GoT games.

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Weird Weekend is our regular Saturday column where we celebrate PC gaming oddities: peculiar games, strange bits of trivia, forgotten history. Pop back every weekend to find out what Jeremy, Josh, Ted, and Rick have become obsessed with this time, whether it's the canon height of Thief's Garrett or that time someone in the Vatican pirated Football Manager.

A Game of Thrones CRPG is such an obvious licensing fit and yet, culturally and corporately, always appears to be two zigs and a zag away from actually happening.

Perhaps Warhorse Studios was the most likely candidate, in the wake of two unflinching medieval simulations under the Kingdom Come banner. But the Czech studio's owner, Embracer, is also cradling the clumsily named Middle-earth Enterprises, and so Warhorse's future belongs to The Lord of the Rings. As for that other RPG powerhouse, Obsidian? I've seen Josh Sawyer complain too many times from his social media armchair about HBO's unrealistic battle formations to expect that will ever happen.

And so we turn to history, just as George RR has done so many times when sourcing inspiration for his novels. Turn the clock back to 2012 and you'll discover the largely forgotten Game of Thrones—its place in the annals not helped by the fact that Telltale released a game with the exact same name just two years later.

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2012's Game of Thrones was a Cyanide production, one of the Parisian developer's long list of eurojanky projects with a fantastical bent. Though today best known for Styx and Blood Bowl—the latter of which manages to be both mechanically and thematically crunchy, down to the bones—the studio was experimenting at the time with CRPGs. In the same year as Game of Thrones came Confrontation, set in the universe of a French tabletop wargame, and Of Orcs and Men, a Styx spinoff in which you played a chunky greenskin.

It's evident that Cyanide's staff had their noses buried deep in the novels

All three launched to mixed reviews, but it seems to me that Game of Thrones is the pick of the bunch—low-budget and coarsely textured, but elevated by its commitment to weaving a story through the dense fabric of Westeros. This is, I suspect, partly down to the fact that it wasn't conceived as a television tie-in.

Yes, you'll come across the voices and likenesses of HBO actors while pottering around the Gift and King's Landing. A smug rendering of Lena Headey is stinking up the throne room. The Night's Watch is held together by James Cosmo's Commander Mormont. And at a critical moment, you'll benefit from being swept up in the mystery machinations of Conleth Hill's Lord Varys. But otherwise, it's evident that Cyanide's staff had their noses buried deep in the novels.

That's most apparent in the Game of Thrones RPG's structure: you'll flit back and forth between two perspectives, chapter by chapter. It's a common device in fantasy literature, but far less so in our own medium, and has a profound impact on the way the game is experienced. For one thing, you're embodying two different character classes: a fire-flinging priest of R'hllor, who shares his unusual choice of god with the red witch Melisandre, and a brother of the Watch who deals in mace-swings and headbutts.

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Cyanide takes full advantage of the split to tell its tale from different angles. While you begin the game battling apparently unconnected plights, the two gradually intersect, and it becomes apparent that your dual protagonists might not share the same interests. The priest loses his titles, and must become a Lannister lapdog if he has any hope of regaining his seat as a lord of the realm. Meanwhile, your man in the north finds himself hunting down lapdogs to protect the Night's Watch from com...Read more: Full article on www.pcgamer.com

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