hardcore PC gamers will be forgiven for never having heard of the PC
RPG/strategy series, King Arthur. That said, we hope gamers will start paying
attention to this series as it's one of the most unique and fun new strategy
games to come along in a while.
first game was a fairly obscure title that sought to combine Arthurian legend
with the formula established by the Total War games. You lead your army around
ancient England conquering castles, enemy armies, and provinces. Along the way
you build up your kingdom so you can create better units for your army and
expand your kingdom's reach. The key difference between those two games (and
what makes the King Arthur games so unique) is a thick layer of RPG fantasy
added into the experience.
soul of King Arthur 2 is its choose-your-own-adventure quests. When you accept
a quest, a screen will pop up and a narrator will begin describing a situation.
You may be exploring an old magic forge or dungeon of some sort. Eventually
you'll have to choose how to proceed. These can be little, random choices like
turning left or right (but can still have an impact) or big choices about which
of your uneasy allies to betray or which secrets to expose. It's not entirely
unlike an old-school text adventure, but don’t let that scare you off.
quests are based on Arthurian legend so expect a few of them to be a little
corny. At this point, most of us in North America and Europe are so familiar
with Arthurian legend that exploring one of Merlin’s old workshops with
Lancelot seems a bit clichéd on the surface. Regardless, these mini-stories
keep the player engaged with tough, impactful choices and are generally
well-told by a creepy, slightly unsettling narrator.
narrator is just one aspect of King Arthur 2's impeccably crafted tone.
Everything from the character art, to the loading screens, the soundtrack, the
narrator, and the general mood of the story fits together flawlessly to create
a unique fantasy universe. That said, it's all presented in a decidedly
low-budget way with words and still images comprising the bulk of the story.
Gamers weaned on flashy cutscenes and huge production values may be turned off
by the low-budget storybook aesthetic. On the other hand, gamers familiar with
choose-your-own-adventure stories and text adventures will feel right at home.
Arthur 2 manages to overcome its low-budget predicament with great storylines
that twist and turn based on your input. You'll regularly make major decisions
that impact your army, alliances, and even the conditions of an upcoming battle
(or whether or not you'll engage in battle at all.)
example: one very minor (yet very fun) quest asked us to intervene in a
neighboring kingdom after a passing militia had allegedly stolen a religious relic
from a Christian church. After confronting them, it was up to us to decide what
to do with the alleged thieves. We could turn them in to the lord of the land
and gain kudos from a potentially valuable ally, or let them leave and gain the
allegiance of the militia's master. Or we could wipe them out. Each side had
ups and downs. But it was soon revealed that a thief was hiding in the militia,
and after he revealed himself to us, offered to bribe us with a sizeable sum to
let him escape with the relic. We'd anger both the other parties, but gain the
respect of his thieves group and some cash. Being all but broke (and hobbled by
a nearly broken army we couldn't afford to repair) we took the money and got
out of town. There are much larger quests than this, but they'd be impossible
to relate in this review as each major situation can have 9+ choices (some with
unknown results) and are enriched by the constantly evolving drama of your
personal relations with allies and neighbors.
previous game in the series carried all of the same ideas, but caved in under
the weight of some egregious imbalance issues (sometimes your army would get
wiped out for little reason.) Perhaps
as a result of the last game's failure to competently handle intricate strategy,
King Arthur 2 shifts the focus far more toward its RPG components.
the renewed focus on the RPG side seems to have left some holes in the tactical
side. First and foremost, the enemy AI isn’t very good. You'll get a challenge
at the higher difficulty levels, but on Normal difficulty you'll be tough to
beat if you understand the basics. The game seems to be set up so even a little
bit of strategy goes a long way, and you can end up steamrolling the enemy with
minimal planning. A basic understanding of medieval war (put your archers
behind your front lines and flank with your cavalry) mixed with moderately
thoughtful use of your spells (use Fog when advancing to shut down enemy
archers, use Lightning to break their front lines) and capturing Victory
Locations (which grant your army buffs and new spells) can mean a laughable
victory with a kill:death ratio of 8:1. That's not to say there wont be some
tough battles, but it's not an especially difficult game.
other problem is that battles are somewhat rare, but quests are extremely
common (comparatively.) So even though the quests are the best part of the game
we found ourselves wishing there was more balance. After a while it got
tiresome listening to narrated dialog (even though it was good stuff,) and we
just wanted to do battle.
shallow kingdom building is another problem. Cities you control open up
opportunities to advance your units, but that’s about it. Each city has a
miniature tech tree (only 2-3 choices) that lets you level up a single type of
unit (heavy armor, light armor, cavalry etc.) in a specific way such as
choosing between “+5% damage for light armor units” vs “+5% HP to light armor
units.” At best, these cities stack up to make a difference once you’ve
conquered several of them, and impact the direction you choose when building
your army. However, don’t be fooled into thinking this is a grand strategy
game. Conquering cities is mostly just a hurdle toward buffing your army.
shallow individually, the cities play into the customization of your army. This
is one of the game’s strongest aspects. There are many opportunities to affect
the direction of your fighting force. As your heroes level up you can increase
their stats and they’ll gain access to new spells and abilities. You’ll also be
able to outfit them with magic items you’ve acquired during your travels.
Individual units of soldiers will gain experience and level up as well if you
keep them alive long enough (letting them rest for a turn refreshes their numbers
to full capacity.)
easy comparison is to say that King Arthur 2 is like Game of Thrones stapled to
Total War. However, the truth is that Neocore Games has created something
unique. The gameplay is a great mix of genres, and the world is fresh, exciting,
and full of intrigue. The problem is execution. Both King Arthur games have
shared the same unique concept, but Neocore Games may not have the manpower or
the budget to fully extract the potential of both sides of this complex
still a lot to love though, and we had a blast playing it. It's just impossible
to escape the nagging frustration that this game was so close to greatness but
stumbled, and had to settle for “good.”
We experienced quite a few bugs and glitches in the game, from full-on crashes,
to error messages, and textures not loading properly. That said, the game was
still playable. It’s impossible to say right now whether these bugs will be
swiftly (or ever) fixed. So we encourage you to check for patches, fixes, and compatibility
with your rig before committing to the full price.