Developer Neocore Games puts a larger twist on the King Arthur
mythology. A game that can be viewed as a mix of elements. A war
strategy game, a strategic sword and sorcery game, a war role
playing game. When first playing the game and seeing some of the
interaction with units and maps it most reminds me of the total war
series. Fear not though, because this is not a watered down Total
War wanna be. “King Arthur” throws its armored gauntlet into this
game genre, with more than a few tricks and magical spells and a
role playing element that make it a worthy opponent. Neocore Games,
with sword raised we salute you.
As
Arthur, it is the players destiny to unite the kingdoms under one
banner. It's empire-building , strategy gaming at a grand scale. The
hero characters in the game are your knights of the round table,
they lead the players armies. These knights are more than just a few
stats on the screen though, as the game progresses the characters
can gain skills, and gain spells to aid in battle. Knights can also
be leaders in provinces. The knights skills also assists in the over
all improvements of the provinces that they over see. Better yet,
how will you as the player rule? What lengths will you go to get to
your goals? In this Arthurian mythological game, the player forges
and perhaps even reshapes the tale. There is no set alignment for
the King, so slipping away from the ways of a virtuous knight, and
ruler can very well happen. Choices impact the game, and too the
soldiers under command. Choices made shape Arthur's character. It's
pretty cool concept and is pulled off well in this game.
During the game there are objectives, the objectives screen shows
what choices can be made. Completing objectives will benefit the
players cause. Now the interesting twist here is that the objectives
screen gives more of a choice than simply, say.. defeat a king. No
the designers give a choice of defeating the king or helping them.
Either choice branches the adventure and outcomes in a different
direction. And each choice has it's own rewards by way of loot or
items such as a magical sword of the ancients. Or in assisting , you
get to have re-enforcements as the character you helped, joins their
army with yours. Such choices are a real test of the player
characters knightly virtue. The inclusion of different choices in
the game are part of where the role playing element really shines
and makes for more re playability in the game. Have a care though,
the campaign is split into chapters and it is possible to have
several chapters unlocked at the same time. If those events hit all
at once it can get over whelming, but oh so much more of a
challenge.
At the start of battles there is a victory bar that keeps track of
both armies. Blue marks the players army morale and the red the
enemy army's. The whole gray bar itself represents the health of
both the armies. As either side loses units the gray bar shrinks, as
morale is lost the colored bar shrinks as well. At the center of the
victory bar there is a gem, if either bar shrinks to the point of
reaching the gem, then that side loses the battle. Now it's not all
as simple as that, there are a few deciding factors that contribute
to the bars size in the beginning. The morale of the army on the
campaign map is effected by the players choices, as well as any
active and or passive skills and traits that the hero leading the
army has. During battle it's not entirely uncommon for the bar to
shift in favor of one or the other until the final outcome is, well
final.
In the upper right of the screen there is a switch that controls the
strategic settings. It can display things like archers range, units
behind rocks and trees, automatic attack ranges for the melee units.
Unit flags. This feature really comes in handy when planning out the
attacks and knowing where to send units, so they can be the most
effective.
Like most games of this kind each unit and soldier in the unit has
different arms and equipment, movement, and abilities. During game
play learning what unit does best against certain other unit types
is a road map to victory. Also knowing the units strengths and
weakness's will assist the player with sound choices on the field of
battle. The skills a unit has can either be passive or active
skills. Each gives different benefits. The active skill grant an
effect only for a timed period and is symbolized by a timer around
the skill icon. The skills are balanced in game play which means
there is a little give and take depending on the skill in use. For
instance cavalry using the dodge skill against in coming archer
attack, are weaker when it comes to melee attacks.
Topography plays a role in the battles as well, having a unit hide
in waiting in a woodland to spring a surprise attack is always an
option. Also using the high crest of a hill to hide an advance or
flanking maneuver is a sound strategy. Open plain is of course
perfect for your horseman to more easily ride down opponents.
The controls and menus are pretty straight forward, clicking on a
unit on the map and then double clicking a point on the maps moves
them, holding the mouse down and drawling it over several units
picks them all to command. The lay out and where to find other
controls and information is also very simple. But it's what's hidden
under the hood that you will want to make sure to use the in game
tutorial, thankfully the tutorial is in place and part of the over
all campaign, while it can be turned off...I would strongly suggest
using the tutorial for maximum benefits of learning all the nuances
of the game.
Sound in the game is superbly done, the music sound track fits the
look and feel of the game. With sweeping grand music and drumming
beats fit for the grand epic adventure that the game is. So too is
the voice acting, with flair and conviction and an earnest truth
ringing in the words.
Graphics in the game are a pleasing mix of cut scenes, static and
epic paintings of knights, the land and other characters. Fully
enveloping the player into this mystical realm of Britannia. Some of
the character and army animation are a bit repetitive with little
difference between the soldiers in a unit. Though this is not really
an issue at all. As most of the playing will be in a zoomed out mode
to better keep track of units and the whole army in general.
Features in the game run as follows;
-
Single player (story-based)
campaign with 6 dynamically changing episodes
-
Open-ended campaign with opposite
factions
-
Strong storyline
-
Turn-based empire building on a 3D
map
-
Thousands of soldiers in real-time
epic battles
-
Dozens of different unit types with
unique appearance
-
LAN and On-line multiplayer:
Tactical fight on various battle-maps.
King Arthur is a worthy addition to any ones gaming library with a
few role playing twists on the traditional strategy and kingdom
building gaming world.
Have fun, play games.
Edwin Millheim