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Games that add new twists to the well-worn genres of yesteryear
are assured of my attention. The twist in Kong's Bounty: The Legend
from Katauri Interactive is blending the established role-playing
game (RPG) with turn-based combat. This hybridisation is not totally
new and out of this world - it has been done a few times in the
past - but games attempting such alchemy are limited in number.
With this small amount of competition, surely King's Bounty will
be a fresh and exciting gameplay experience? Unfortunately this
is not the case as, although among the best of its sub-genre, it
is lacking any real punch.
One
of the most underwhelming features is the story, which is half-hearted
and definitely less than I would expect from an RPG. The tale starts
interestingly enough with the game set in the fantasy world of Endoria,
ruled by King Mark (isn't it refreshing to see an ordinary, run-of-the-mill
name in an RPG instead of the usual tongue twisters like Feldiren
or Oglaff Stoutbeard?). Our kind and just king has a very big problem
- he has no children and so there is no one to govern Endoria once
he passes on. To find a remedy for his curse, he prays to the gods,
who grant him a daughter (surely he could have just got himself
a queen but oddly there is no mention of one), restoring happiness
to the king's heart, safe in the knowledge that he now has someone
to pass the burden of power on to. Unfortunately, the ever-deceitful
gods give with one hand and take away with the other, as the whole
safety of the land is now in jeopardy; undead creatures roam about,
giant spiders skulk in caverns waiting for unsuspecting do-gooders,
and pirates rob, loot, pillage and plunder their cowardly, black
guts out. This sudden increase in danger is an obvious opening for
a brave knight and stout leader to come to the rescue, seeking out
the source of this dark plague, defying the gods themselves and
saving the world from its inevitable doom! However, that hero -
the greatest adventurer of them all - is strangely (and quite disappointingly)
not you.
Your
job is pretty much just that: a job. Assuming the role of a Warrior,
Paladin or Mage, you complete some brief training exercises and
immediately become servant to the king, with the role of royal treasure
searcher. Treasure searcher sounds depressing but it's really not
that bad; you still get to explore the land, fight the roaming monsters
and return home with bagfuls of loot - but I definitely wanted the
action to revolve around me, to make me feel that bit more special
and needed. Without the required "I am the greatest hero that ever
lived" mentality, it often feels like you aren't really achieving
anything by playing the game; the people of Endoria will likely
become extinct if you do not come to their aid but with this humdrum
story there is very little reason to actually care.
You
will care about the gameplay though, as that is anything but humdrum
and arguably the main draw of the game. The current recipe for brewing
a turn-based strategy RPG is to take the normal go-anywhere exploration,
heavily spiced as usual with "go there and fetch me that book because
I can't be bothered to do it myself" style quests, and switching
to a turn-based, army command mode whenever the player runs into
combat. King's Bounty nails this standard formula dead-on by allowing
you to take control of an immaculately dressed knight, mounted upon
a horse, and placing you in an open, 3D world full of jewels, riches
and perils in equal measure. Navigating your knight around this
world is as easy as clicking the mouse on unoccupied ground. This
single-click also allows you to talk to people, pick up objects
such as the mysterious hovering scrolls, trade with shops and accept
or reject quests. The mandatory main quests collected from the king
drive the story forward and so cannot be rejected, but the optional
side quests strewn liberally around the countryside can be completed
for some benefit or left so you can concentrate on more important
matters. These side quests are not hard to find, as most villagers
have a gold icon above their head to attract your attention and
they are definitely worth taking the time out for. One example features
a lonely old huntsman who has been bitten by a werewolf and needs
you to kill the foul beast to recover its blood before he changes
into one.
The
well conceived quest design continues in the story-advancing main
quests, with the first involving the collection of lost items, making
exploration a requirement. Other games try to encourage the same
requirement to delve into uncharted territory by constantly pushing
you forward with the placement of major quests in a fairly linear
order - person A in one area requires you to slay some fire-born
demon before travelling to meet person B in another region, and
so on. This unwavering thrust forwards can be really frustrating,
especially if you still have unfinished optional quests in the earlier
region but have been unwillingly shoved into the next region to
advance the story. Skilfully, this pitfall is sidestepped by King's
Bounty, due to all the mandatory quests coming from the king in
his well-placed castle, forming a stationary quest-hub similar to
that used in the legendary Fable.
This "pile of quests" approach gives you a fixed point to pick up
and drop off quests whenever you feel like it; this is your game
and you are free to enjoy it at your own pace!
Having
a central base of operations which you return to regularly will
doubtless get some strategy game bells ringing, although the full-blown
turn-based warfare is not experienced until combat is entered. Here
things get a bit more complex, so bear with me. First of all, that
knight you move around the world in the RPG part of the game is
actually only a representation of your hero and a group of up to
five different types of units, ranging from the standard, hayfork-wielding
peasants and archers to the bizarre, walking, triffid-like plants.
These readymade warriors can be bought from the castle or the other
buildings scattered around the environment, hatched from eggs in
your inventory or simply collected while wandering in the wilderness.
However, this is not the end to the complexities, as these unit
types are actually collections of individuals and the more individuals
a unit contains, the more effective it is in battle. The concept
of big things splitting down into small things can be a bit confusing
at first, but what I find impossible to comprehend is how buying
a better sword for your hero improves the damage done by each of
the unit types under your control, especially since our hero is
the stereotypical commander who never actually fights in battles!
"War
is young men dying and old men talking" sums it up quite nicely,
as your supposedly brave and valiant knight simply moves close enough
to get enemies to attack him on the battlefield. With the enemy
enraged, our hero departs to the sidelines to mutter incantations
and cast spells, blissfully out of reach of any danger, leaving
the younger men to do the dirty work; the knight is your embodiment
in the game, unique to you, so he must take a more active role in
the action! With the hero providing moral support, the units under
your command and those under the enemy's command line up on opposite
ends of hexagonal grid. The combat then proceeds in turns where
each unit type has a chance to move or attack until the bodies of
either your troops or those of your enemy lie crumpled on the ground.
Ensuring that you prevail requires some careful, tactical manoeuvres,
as usually these grids have one or two objects for ranged weapon
attackers to hide behind. For added amusement, the grids also have
a random chance of containing an interactive object, including chests,
magical, holy statues and landmines. My favourite is the bees' nest;
I love ordering my troops to hold their ground while the enemies
wander too close and get stung in all manner of unsightly places
by the angered bees.
It
all sounds pretty promising, but there are some glaring faults in
this tactical gameplay, resulting in it being far from the highlight
that it really should be. One major downfall is that the tutorial
at the start of the game, although refreshingly humorous, is just
not comprehensive enough, as no instruction of tactical troop command
is given. This lack of direction means that the combat is fairly
dull for the first hour or so of play, as either the enemy troop
is so unorganized that simply running in and hacking bits off will
suffice or you lose the same battles over and over again, with no
obvious way of improving other than buying more fighters. This lack
of tactics getting off the ground quickly is mirrored in the limited
scale of those tactics, in the sense that tactical play is pretty
much restricted to hiding behind objects so that enemies take a
longer time to get you within stabbing range. This limitation is
caused by relying on static environments; if you find an enemy in
the forest then you get a forest-themed grid, if you found the enemy
in a graveyard then you fight on a graveyard-themed grid, and so
on. An improvement would have been to use a Rome:
Total War system, where exactly the terrain you met the enemy
on forms the battleground, opening up a huge number of tactical
doors and forcing you to take more care where you move. For example,
moving onto a hill would give you an advantage on the foes beneath
but the trees behind could conceal a more deadly threat.
This
disappointing "could be better" theme is definitely not true of
the graphics though, which are faultless. Less well-made graphics
systems fall foul of clipping problems where units merge into one
another, creating ugly, deformed monstrosities, or are plagued by
horrible stutter, forcing creatures to move jerkily, like badly-oiled
robots. King's Bounty has none of these things; the animation of
characters moving around the world or trying to rip people's heads
off during combat is as free-flowing as water rolling off a duck's
back. That reference is fairly apt too, as the character design
is wonderfully bizarre, featuring elves shape-shifting into wolves,
deadly land fishes that walk on their flippers and leave trails
of bubbles wherever they go, cursed ghosts and even a gigantic turtle
as a boss - there is probably a ferocious giant duck in there somewhere!
All of these characters are highly detailed, as are the stylised
buildings and environment; the whole world is so full of colour
that it seems to shine with an unearthly quality. This colour drops
away to the purples and dark blues when night falls, which in itself
is a visual feast but also has a small impact on gameplay; the darkness-dwelling
undead fight more ferociously in the dying light.
King's
Bounty is proving to be a game where there are some truly amazing
elements and some which are good but just not polished enough for
a jaw-dropping gameplay experience. This is definitely true of the
audio, as the sound effects, such as the clever clip-clop sound
whenever your hero struts about on his horse, are very pleasing
to hear. Even in battle mode when the action heats up, these sound
bytes are still a joy, including such marvels as magically born
cleavers slicing through the air and the maraca-like rattle of a
Royal Snake's tail. In fact, the best trait of this game is to combine
these snippets of sound with the amazing, free-flowing animation
and graphics so that you can almost feel the what is happening onscreen
- as the archer punches his attacker in the chest your body almost
cringes with the impact of the non-existent fist - a remarkable
feat that very few games manage to achieve. However, the acoustic
experience is sorely let down by the sub-standard music; it's fitting
for the fantasy theme, with organ-type church music, but it's just
too loud and repetitive for continued play at its default pitch.
You can easily set it to a lower volume through the options menu
but if you forget to do this then the din will get too much for
you to bear in a very short time.
The
artificial intelligence that controls everything from enemy movement
to how your knight moves from one point to another won't get on
your nerves as much as the music but it is far from flawless. Nothing
does anything really stupid like walk into walls, which is a blessing,
but there are some problems when controlling your gallant knight.
One such error that I encountered quite early on caused the mouse
cursor to get stuck on an icon and fail to respond to clicks, rooting
my hero to the spot. I had to reload the game to get rid of that
little inconvenience. And while on the subject of quitting and reloading,
there is no prompt to save the game before exiting and many a time
I have quit forgetting to save my progress - very frustrating!
Fortunately,
with no multiplayer you cannot vent that frustration on anyone else,
but the lack of online play is disappointing in today's age of high-speed
data transfer. Many established RPGs such as Diablo and even strategy
games like Red Alert 3 have caught the multiplayer bug with co-operative
matches, so a similar mode would have boosted the game's lifespan
considerably. Even without multiplayer though, King's Bounty is
anything but a short game, with countless different areas to explore
and three different playable heroes to try out - the death for breakfast
Warrior, the goodie two shoes Paladin and the magic-mayhem causing
Mage. In addition to this, each hero has the obligatory three sets
of special skills and abilities that can be learnt after a certain
number of hovering, magical stones are collected. For more individuality
you can even choose the spells that your hero learns from scrolls
so they can be cast in combat multiple times. The combination of
all these elements make each hero unique on paper but visually each
is identical to the last, which is very disappointing - Paladins
will always look as though they have just come out of training school,
no matter how powerful or battle-worn they become.
Battle-worn
is a succinct way to sum up King's Bounty: The Legend; it has defeated
the opposition (not that there are many games of this sort out there
to start with, at least not on PC), but only just, and it seems
too worn out to do a merry jig or victory dance on the bodies of
the fallen. All the stunning features like the graphics, sound effects
and slightly tactical combat ensure that the formula is successful,
ticking all the boxes for a good strategic RPG experience, but it
leaves the game without any standout features to make you go "Wow!"
Genre fans will enjoy King's Bounty, which will win them over with
some brilliant ideas, but newcomers are unlikely to find much joy
in this adventure.
Reviewed by Tom Clark for AceGamez (All Rights Reserved).
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