Life is Feudal is video game franchise set in a fictional Medieval world, developed by Bitbox Ltd. On top of their two flagship titles - Life is Feudal: Your Own and Life is Feudal: MMO, Bitbox Ltd have expanded the franchise by publishing other titles, such as MindIllusion's title, Forest Village.
During the late winter of 2014, the indie team - which later became Bitbox Ltd - had created a working tech demo for the concept of Life is Feudal: MMO, showcasing many of the main gameplay features, such as real time multiplayer, terraforming, and objects construction.
Life is Feudal: Your Own was released out of Early Access on 17 November 2015, including a trailer and launch cutscene narrated by Sean Bean.[7] After the release of Life is Feudal: Your Own, Bitbox Ltd. expanded to launch Life is Feudal: MMO. Closed beta tests for the game began during the second half of 2016.[8] Bitbox Ltd. also announced a partnership with Xsolla in support of Life is Feudal: MMO.
Also in 2016, Bitbox Ltd. published another game as part of the Life is Feudal franchise; Life is Feudal: Forest Village, developed by the studio MindIllusion and released on Steam. Life is Feudal: Forest Village focused on town-building, and received lukewarm reviews upon launch.[9][10]
In Life is Feudal: Your Own, the player is randomly placed on a 9 square kilometer map and must gather necessary resources to survive. Hunger, wild animals and combat with other players present the main source of challenge, and the game's design encourages co-operation. Players can also build structures and terraform land as part of a persistent world.
Life is Feudal: MMO was a multiplayer sandbox RPG with survival aspects. Described as a "real life Medieval simulator MMO", the game featured a 21 km x 21 km world inspired by the cold regions of Northern Europe. Life is Feudal: MMO took place in a realistic feudal setting where players worked their way up from scavenging for materials and shelter to becoming a leader of a guild. The game featured a crafting system, building features, and terraforming across the map - meaning players could build their own house and town anywhere in the world.
In a medieval realm where chivalry is dead and bureaucracy thrives. Where you start as a lowly peasant armed with just your wits and skills. You will have to chop, craft, and charm your way from a lowly peasant to a lord or lady of the manor. This is the sprawling sandbox MMO called Life is Feudal from developers Bitbox Games and Long Tale Games.
Your adventure begins after your character creation. I found the character creation underwhelming, I mean the models themselves are impressive in detail, it is the customization of the cosmetics I found wanting. The diversity somewhat lacking, and as a player, you could end up with a face that looks like you were gnawed on by a savage beast, or highly allergic to peanut butter.
The hunting quest had me go one-on-one with a surprisingly aggressive deer. To my surprise, this meer docile, and peaceful creature, can be possessed by his ancestors to release a flurry of strikes so vicious, that I shuttled off this mortal world. Yes, the deer killed me, I could not stop laughing at myself. Truly, Life is Feudal is full of surprises, and death by deer is apparently among them.
After I made it to the mainland, I found out I was starving, which never came up to me in the tutorial to eat. I had no clothes, no weapons, nothing to aid me. So I know the survival part of the game was about to kick in. My quest for a simple meal of mushrooms and potatoes turned into a bigger issue than I could have imagined. I needed fire, but not just any fire, I needed a legally sanctioned fire on a plot of unclaimed land. After much turmoil, a small insignificant fire was brought forth on my tiny sliver of land.
I may gave gave up too soon. After 43 deaths in 8 hours, I may have found away around the circle of death. I might have forged a life of material gathering and homestead building. Yet, in some ways, my untimely death felt like a merciful release from a world where living felt more burdensome than dying. In the stark landscape of Life is Feudal, it seems there was little indeed worth living for.
Daily life in medieval Japan (1185-1606 CE) was, for most people, the age-old struggle to put food on the table, build a family, stay healthy, and try to enjoy the finer things in life whenever possible. The upper classes had better and more colourful clothes, used expensive foreign porcelain, were entertained by Noh theatre and could afford to travel to other parts of Japan while the lower classes had to make do with plain cotton, ate rice and fish, and were mostly preoccupied with surviving the occasional famine, outbreaks of disease, and the civil wars that blighted the country. Still, many of the cultural pursuits of medieval Japan continue to thrive today, from drinking green tea to playing the go board game, from owning a fine pair of chopsticks to remembering ancestors every July/August in the Obon festival.
Japanese medieval society was divided into classes based on their economic function. At the top was the warrior class of samurai or bushi (which had its own internal distinctions based on the feudal relationship between lord and vassal), the land-owning aristocrats, priests, farmers and peasants (who paid a land tax to the landowners or the state), artisans and merchants. Curiously, the merchants were considered socially inferior to farmers in the medieval period. There were, too, a number of social outcasts which included those who worked in messy or 'undesirable' professions like butchers and tanners, actors, undertakers, and criminals. There was some movement between the classes such as peasants becoming warriors, especially during the frequent civil wars of the period, but there were also legal barriers to a member of one class marrying a member of another.
Although women were not given the advantages awarded to men, their status and rights changed through the medieval period and often depended on both the status of their husbands and the region in which they lived. Rights related to inheritance, property ownership, divorce, and freedom of movement all fluctuated over time and place. A common strategy of families everywhere and of all classes was to use daughters as a tool to marry into a higher-status family and so improve the position of her own relations. Another strategy was for powerful samurai to use their daughters as a means to solidify alliances with rival warlords by arranging marriages of convenience for them.
Marriage was a more formal affair amongst the upper classes, while in rural communities things were more relaxed, even pre-marital sex was permitted thanks to the established tradition of yohai or 'night visit' between lovers. In ancient Japan, a married man often went to live in the family home of his wife, but in the medieval period, this was reversed. In the case of the wives of samurai, they were expected to defend the home in their husband's absence on campaign, and they were given the gift of a knife at their wedding as a symbol of this duty. Many such women did learn martial skills.
Divorce was always in favour of the male who could decide to terminate his marriage simply by writing a letter to his wife. If the couple remained on amicable terms, then a mutual settlement could be made, but the male ultimately had the power to decide such matters. If there were evidence of adultery, then the wife could even be executed. As a wife had no recourse to any legal protection, the only option for many women to escape adulterous or violent husbands was to join a convent.
The essential family unit in Japan was the ie (house) which included parents and their children, grandparents, other blood relations, and the household servants and their children. Eldest sons usually inherited the property of the ie, but the absence of male offspring could entail bringing in an outsider to act as head of the family (koshu) - male children were often adopted for this very purpose - although a female member might also take on the role, too. The wife of the koshu was the senior female in the family and was responsible for managing the household duties. The good of the ie was meant to take precedence over any individual's and the three principles to be followed by all were: obligation, obedience, and loyalty. For this reason, all the property within a family was regarded not as belonging to any individual but to the ie as a whole. Filial duty (oya koko) to one's parents and grandparents was especially cultivated as a positive sentiment.
The children of farmers and artisans were taught by their fathers and mothers the practical skills they had acquired through a lifetime of work. Regarding more formal education, this had previously been the exclusive privilege of aristocratic families or those who joined Buddhist monasteries, but in the medieval period, the rising samurai class began to educate their children, too, largely at the schools offered by Buddhist temples. Nevertheless, the number of people who were literate, even in the upper classes, was only a tiny proportion of the population as a whole, and monks were much called on to assist with paperwork in the secular world.
When they did learn, children in the early medieval period did so from private tutors or the classes arranged by temples, but there was at least one famous school in the modern sense, the Ashikaga School, founded by the samurai Uesugi Norizane in 1439 CE and boasting 3000 students by the mid-16th century CE. Here, boys learnt the two subjects close to every warrior's heart: military strategy and Confucian philosophy. Many prosperous samurai also established libraries of classic Chinese and Japanese literature, which were made accessible to priests and scholars, and these often became noted centres of learning in the Edo period (1603-1868 CE). One famous example was the Kanazawa Library, established by Hojo Sanetoki in 1275 CE. Another source of education was the schools established by Christian missionaries from the 16th century CE.
c80f0f1006