Compara los precios de Cross of the Dutchman en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Triangle Studios. Publicado por Triangle Studios. Lanzado el 10/9/2015. Disponible en PC, Mac, Linux. Géneros: Action, Adventure, Indie. Puntuación Metacritic: 59/100.

A scrappy three-hour brawler built around one of history's most obscure folk heroes - worth a look if the setting hooks you, but go in knowing the combat is the whole game.

I'll be honest: I came to Cross of the Dutchman knowing almost nothing about Grutte Pier, the seven-foot Frisian giant who supposedly bent coins with his bare fingers and held off Saxon mercenaries with a sword most men couldn't lift with two hands. That source material is genuinely fascinating. A single-developer-scale studio adapting a hyper-regional folk legend from 16th-century Frisia, in the Netherlands, is exactly the kind of underdog project I want to champion. The trouble is that the game itself only partially delivers on the promise of that story. Mechanically, this is an isometric brawler, and a sparse one. For the first half of the campaign Pier uses his fists, which actually works tonally - the man is legendary for his size and raw strength, and watching him send armored Saxons flying with a charged area-of-effect uppercut has a low-key comic satisfaction. Later, a sword unlocks and shifts attacks from a punching arc to a sweeping line, though hit detection with the blade is notably unreliable. Progression runs through a small shop where gold collected from smashed barrels and fallen enemies buys three special attacks per weapon plus four physical upgrades. No gear, no inventory, no branching abilities. The loop is deliberate simplicity, and it holds for the two-to-four hours the campaign runs - barely. Stealth sections scattered across the campaign are the weakest link by a margin: lantern-bearing guards, instant-fail detection, and in one particularly punishing section a timed run spanning multiple regions where failure resets you far back. They feel grafted on from a different, less polished game. What Triangle Studios gets right is atmosphere and identity. The art direction leans into a vibrant, cartoonish palette that reads as genuinely hand-crafted rather than asset-store assembled. Character portrait art during cutscene slideshows is charming, and the medieval instrumental soundtrack does quiet, competent work setting the Frisian countryside's mood. The game also earns real affection for its light fourth-wall humor - NPCs explain Pier's Stamina bar to him directly, to his complete bewilderment - and for the small cultural specificity of including the Frisian language. These are the marks of a team that cared about the material, even when the budget ran out before the ambitions did. The genuine criticism that lingers is one of scope. The whole game functions as a prequel to Pier's most storied exploits - the piracy, the guerilla campaigns, the full arc of the rebellion. By the time the credits roll, the most interesting chapters of his life remain untold. Backtracking across a small number of locations wears thin in the mid-section, and secondary characters are largely indistinguishable. Players who come hoping for something in the vein of a light Torchlight or Diablo will find the RPG trappings too thin; players who want a brawler with real mechanical depth will find two buttons and a stamina bar. What remains is a cultural curiosity with genuine heart and a Metacritic score of 59 that feels about right. Kai, Scout Team

Cross of the Dutchman

Cross of the Dutchman

10 sept 2015Triangle Studios
GamerScout opina

A scrappy three-hour brawler built around one of history's most obscure folk heroes - worth a look if the setting hooks you, but go in knowing the combat is the whole game.

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I'll be honest: I came to Cross of the Dutchman knowing almost nothing about Grutte Pier, the seven-foot Frisian giant who supposedly bent coins with his bare fingers and held off Saxon mercenaries with a sword most men couldn't lift with two hands. That source material is genuinely fascinating. A single-developer-scale studio adapting a hyper-regional folk legend from 16th-century Frisia, in the Netherlands, is exactly the kind of underdog project I want to champion. The trouble is that the game itself only partially delivers on the promise of that story. Mechanically, this is an isometric brawler, and a sparse one. For the first half of the campaign Pier uses his fists, which actually works tonally - the man is legendary for his size and raw strength, and watching him send armored Saxons flying with a charged area-of-effect uppercut has a low-key comic satisfaction. Later, a sword unlocks and shifts attacks from a punching arc to a sweeping line, though hit detection with the blade is notably unreliable. Progression runs through a small shop where gold collected from smashed barrels and fallen enemies buys three special attacks per weapon plus four physical upgrades. No gear, no inventory, no branching abilities. The loop is deliberate simplicity, and it holds for the two-to-four hours the campaign runs - barely. Stealth sections scattered across the campaign are the weakest link by a margin: lantern-bearing guards, instant-fail detection, and in one particularly punishing section a timed run spanning multiple regions where failure resets you far back. They feel grafted on from a different, less polished game. What Triangle Studios gets right is atmosphere and identity. The art direction leans into a vibrant, cartoonish palette that reads as genuinely hand-crafted rather than asset-store assembled. Character portrait art during cutscene slideshows is charming, and the medieval instrumental soundtrack does quiet, competent work setting the Frisian countryside's mood. The game also earns real affection for its light fourth-wall humor - NPCs explain Pier's Stamina bar to him directly, to his complete bewilderment - and for the small cultural specificity of including the Frisian language. These are the marks of a team that cared about the material, even when the budget ran out before the ambitions did. The genuine criticism that lingers is one of scope. The whole game functions as a prequel to Pier's most storied exploits - the piracy, the guerilla campaigns, the full arc of the rebellion. By the time the credits roll, the most interesting chapters of his life remain untold. Backtracking across a small number of locations wears thin in the mid-section, and secondary characters are largely indistinguishable. Players who come hoping for something in the vein of a light Torchlight or Diablo will find the RPG trappings too thin; players who want a brawler with real mechanical depth will find two buttons and a stamina bar. What remains is a cultural curiosity with genuine heart and a Metacritic score of 59 that feels about right.

Kai
Kai · Scout Team

Indie & narrative

Etiquetas

singleplayerachievementscontroller-supporttrading-cardstier:sub-5Isometric BrawlerHistorical SettingFolk HeroFourth-Wall HumorShort CampaignMedieval EuropeFetch Quest Heavy

Requisitos del sistema

Mínimos

OS
Windows Vista
Memory
2 GB RAM
Storage
1 GB available space
Graphics
NVIDIA GeForce 8600 or better
Processor
Core 2 Duo

Recomendados

OS
Windows 8.1
Memory
4 GB RAM
Storage
1 GB available space
Graphics
NVIDIA GeForce GTX 460
Processor
Core i5

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Reseñas y valoraciones

Metacritic
59

Información del juego

Desarrolladora
Triangle Studios
Distribuidora
Triangle Studios
Fecha de lanzamiento
10 sept 2015

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Cross of the Dutchman está disponible en PC, Mac, Linux.

¿Cuándo se lanzó Cross of the Dutchman?

Cross of the Dutchman se lanzó el 10 de septiembre de 2015.

¿Quién desarrolló Cross of the Dutchman?

Cross of the Dutchman fue desarrollado por Triangle Studios.

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Cross of the Dutchman tiene una puntuación Metacritic de 59/100, lo que lo convierte en uno de los títulos destacados de Action. Mira las reseñas completas, las valoraciones y los tiempos de duración en esta página para decidir.