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With Microsoft pretty much ignoring the original Xbox these days,
a small number of new titles are coming from third-party developers
for at least a short while. While most of these are guaranteed to
be bargain barrel fodder, one that's worth taking a closer look
at is Evolved Games' upcoming Knights of the Temple II, also headed
to the PlayStation 2 this fall in the US. Developed by Cauldron,
the Bratislava-based studio that brought Conan
to European and UK retailers, the game uses a modified version of
that engine to show off some incredible environments and plenty
of great lighting effects. Like Conan, the lead character here has
dozens of combat moves, as well as a nice variety of killing weapons
to choose from. UK gamers have already gotten their version of the
game last year, but now that it's on the way to US shores, it's
time to see how this version is coming along.
A
recent two-level demo revealed that Knights II should appeal greatly
to hardcore hack & slash fans who like their games challenging.
The first game was a UK/European exclusive developed by the folks
at Starbreeze, who've gone on to bigger and better things these
days. Knights may do just the same thing for Cauldron, or it'll
at least get them more noticed than their previous titles. Playing
as Paul De Raque, the first action-packed level requires you to
merely make it from a balconied area to the end of a curved pier,
not an easy task given the assorted crazed demons that have the
idea of killing you dead a few times. Enemies aren't at all shy
about assaulting you from any number of angles and rushing into
battle carelessly leaves you staring at the Game Over screen as
you scream at your controller.
In
the demo you are equipped with a nice variety of swords, axes, maces
and a few different suits of armor. Switching between these change
the character model (a great touch) and show off some nifty lighting
effects when you equip a flaming sword. However, all the nice lighting
in the world won't make up for lousy gameplay and fortunately, Knights
II has what it takes to keep the bodies piling up. Just like in
Conan, there are some wicked combos to deal out damage to single
or multiple foes and the demo sees you pretty beefed up in terms
of moves. Just as you reach street level, you're assaulted by two
agile demons that pop from steaming sewer grates and a horned fire
beast that zips around and throws deadly fireballs like the Human
Torch.
Despite
blocking some attacks from the bum-rushing beasties, engaging all
three opponents at once was not a good thing, as I found out within
seconds. The fire creature darted away and threw fireballs from
a distance, while the other demons whittled away at my life bar
until I collapsed in a heap - ouch. On the second try I decided
to break left past a stack of crates and, much to my surprise, even
more demons appeared, including one with twin swords. Slashing wildly,
I managed to dispatch some of the creatures licking at my heels,
but as I approached another stack of crates near the end of the
curved pier, a roar shook the game screen and my ears as a huge
red demon bashed through the boxes. Yup, Game Over again. Restarting
for the third time, I paused for a strategic huddle, checking out
the available weapons for some sort of Plan C. Resuming the action,
I ran to the ledge and activated the demons, then quickly jumped
back up to the balcony, drawing my crossbow.
Here
the you get an over the shoulder viewpoint quite like the one in
Resident
Evil 4. Aiming is done with a T-shaped crosshair but there's
a bit of guesswork involved as your armored body blocks a bit of
the screen if you're trying to shoot down at something. Fortunately,
the formerly annoying flame demon was off in the distance, but my
first shot sent him blazing away and around until he was under the
platform where I stood. Dodging a fireball thrown in my direction,
I decided to retreat and, back on the balcony, I took out both demons
with one bolt each. After another two fireballs flew past my head,
the fire beast expired with another crossbow bolt in its blazing
body.
Taking
out more enemies from afar and finishing off the rest with some
deft blade work, I once more decided to brave the big red box-tossing
beast that dispensed death in one go. As I approached the area,
I noticed two treasure boxes, one of which contained extra crossbow
bolts. Picking them up and stepping cautiously backwards a few steps,
I noticed that the box closed itself. Heading back to it, I opened
the box and saw more bolts staring me in the face. Hmmm… problem
solved. Snagging the bolts, I ran forward to the crates and then
ran back as the big demon appeared, along with two of the smaller
creatures for company. Running back along the curved pier, I stopped
at its end, turned around and drew the crossbow. The two smaller
demons and a third one that just hopped out of the water were lurking
at the opposite end of the pier, while off in the distance, Bid
Red was waving his arms and bellowing.
A
few bolts finished him and his minions off, including two cool shots
that took down demons scampering towards my position. After that,
a trip to the end of the pier led to another fire demon and a short
fight against armored demons on a boat with a fellow knight, which
ended that portion of the demo. For the record, killing enemies
earns experience points that can be traded for enhanced skills and
new fighting moves. You also have access to mystic powers such as
healing, rage powers and extra defense, activated by pressing in
the left trigger and the corresponding face button on the Xbox pad.
In the demo you can also purchase enhanced combat moves that are
activated with a right trigger press and a face button.
The
second demo level is an insanely inspired run through the lower
levels of a crumbling building, with plenty of Roman Legion-looking
guards to impede my progress. Not only did I need to beat down baddies
as quickly as possible and get out alive, but there were also stray
lightning blasts, poison and fire to deal with if I dawdled about
in an area for too long. Unlike the earlier stage, speed was an
issue, so equipping the right weapon for the job was the most important
thing. That flaming sword did the job quite well and finding my
way out was a matter of not panicking while killing anything that
stood in my way. The most amusing part here was noticing the cracked
floors in each of the rooms I was running through and saying to
myself "I am not going to be around when those floors give
way!"
In
terms of presentation, two things Cauldron nails perfectly is the
atmosphere of each environment combined with an excellent attention
to detail. If you were lucky enough to play Conan then you'll see
the same lovely texture work and some stunning lighting effects
used here. If there weren't people trying to kill you every second,
you might even gasp at the amazing texture variety. Wood, stone,
tile and assorted metalwork all look wonderful and light sources
such as torches, lightning or the aforementioned flaming sword brighten
up dark areas quite nicely. You also get a few destructible objects
to bash around for fun and prizes. The team at Cauldron clearly
loves their work and they're getting a ton of mileage out of this
well-tuned game engine. While the character models are a tiny bit
blocky, they're animated very well indeed and the AI is fierce beyond
belief for the most part.
There
have been a couple of improvements and tweaks made from Conan, such
as the sensitivity adjustment for the game camera (that is good)
and the removal of a running jump. In Conan the camera had the tendency
to jitter and swing around, often giving you a view of the Cimmerian
as he swung his weapon at the soon to be dead. Here you can adjust
the camera swing to be nothing at all or a harder to tame cinematic
monster that sways about looking for the best angle to present things
from. The default setting is somewhere in the middle, forcing you
to stop moving and click in the right stick when things get too
unruly. In Conan you could at least adjust the camera while moving,
so the tradeoff is a tad quirky. Reorienting the camera behind you
is a necessity that can save your life, given the enemies' often-sneaky
tactics. The pace of the game isn't as kinetic as God
of War or Devil
May Cry, but just like in Conan there's a satisfying dynamism
on display where nearly every blow feels painful. As for the jumping,
you can only jump when you're not moving and then only straight
up. Given that you're wearing a suit of armor that's a more realistic
change that some may not like. Then again, you can't swim at all,
as evidenced after I ran off the docks.
Knights
of the Temple II has an excellently moody orchestral score, excellent
voice acting and some great sound effects to round things off, but
I'll absolutely need to play the full game to see how everything
else has turned out. One thing's certain, this particular medieval-style
hack and slash is something of a rarity on the 'dying' Xbox, so
it's bound to draw interest for the setting alone. As I've mentioned,
it's also coming to the PlayStation 2, but again a play is in order
to see how the two versions compare. Given Cauldron's skills, I'm
hoping it's as much of a blast to play and doesn't lose too much
detail on the less powerful PS2. The biggest issue in my opinion
hinges on how well the Xbox version will be received; with the lack
of upcoming games for the system, I hope the game is able to find
a loyal audience, particularly since there's little to compare it
to on the system these days. Cauldron has a few other tricks up
its sleeve, but we'll talk about the super-looking FPS, Gene Troopers,
in a future preview.
Previewed by Greg Wilcox for AceGamez (All Rights Reserved).
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