Beyond the foot soldiers, leaders in an enemy army offer a brisk challenge, while hulking boss creatures fill the screen – it feels like you’re going to have to be at the top of your game to make it past them.įortunately each character also has a number of mappable skills, and these will level up and grow as you progress though the game. There’s a few different combos at your disposal that allow you to pummel your opponents with one armament or mix between the two. Playing as the well-balanced Gunslinger class, I was able to shift between melee and ranged attack with ease. We came up against myriad grotesque monsters who provided plenty of unlikeable fodder to clear out. The design of each troop type fits into the Western fantasy stereotypes that formed the foundation of the previous Kingdom Under Fire games, but where some are relatively rote, the monstrous Dark Forces and Encablossians have allowed Blueside to stretch their creative muscles. Infantry units form the basis of close-combat melee troops, while cavalry, magic, ranged and airborne units help to further flesh out your personal army. As long as the engine is capable of supporting the greater numbers efficiently, it’s a great gameplay loop, and hopping between ground level attack and battlefield strategy is a winning formula. With eighty units across ten factions and an additional forty planned for after launch, it looks as though there’ll be plenty for prospective generals to tinker with as you try to build the perfect support group. Archers provide long range support, while tanks smash through your enemies’ front lines. It simply wasn’t meant to be though, and a 2009 release slipped to 2010, before slipping away entirely.įocussing mainly on the single player side of the MMO campaign, we didn’t get to take part in any of the larger scale battles, but I can well imagine they’re going to be frantic. Kingdom under Fire II was originally due to launch on the PC and then the Xbox 360, at a point where it could have continued the good work done by Kingdom Under Fire: Circle of Doom while reintroducing the RTS elements that had been the original game’s calling card. It’s safe to say that there have been missteps along the way. Having gone missing for over a decade, developer Blueside have now returned, and it’s clear that they’re very, very hungry. Sometimes though they miraculously reappear, like a missing cat that’s reappeared at the back door, beggging for you to let them in. Sometimes they explode in a surge of ill feeling and reprehension. Sometimes they slink away from view, quietly sputtering out under a shower of bad decisions and poor management. We’ve seen plenty of occasions where games are announced and subsequently disappear over the years.
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