King Arthur II Quick Overview
When the greatest tale of chivalry ends, the nightmare begins
King Arthur II developers introduced me to their upcoming role-playing wargame scheduled for Q3 2011. Similarly to the first game, KA II combines a turn-based campaign mode with real-time battles and RPG elements.
Background-wise, King Arthur II story opens as evil forces try to kill Arthur and his Britannia realm steps into a troubled time. KA II thus feeds into dark fantasy as the developers add up their own mythology to the legend. A professional fantasy writer was specifically hired for this new version.
The campaign map is divided into regions in which quests are available, which consist in adventures, diplomacy or battles.
King Arthur II uses the same morality system as the first game. It is influenced by the player's choices during its quests and displays a chart divided into christian/old faith and rightful/tyrant positions. Each spot grants specific bonuses, usually spells, units or heroes. The morality concept highly increases replayability as battles can be fought differently, in relation with your character's personality.
One thing I have been truly impressed about is the map, which is based on a brand new and more detailed graphic engine. It's also twice as bigger as King Arthur map, for it now features not only South Britannia, but also North and Middle Britannia.
The intelligence artificial should now use different tactics, according to the enemy you are fighting against. Battles are still resolved by a 'rock-paper-scissors'-like system where heavy infantry is, for instance, better in open terrain, and flying units are the fatest to meet the enemy.
The way locations grant bonuses (e.g. defense or new spells) has also been tweaked as they are now global and apply to the whole map, unlike King Arthur where the effects were only regional.
Different types of spells will be available, for whereas some will seek to inflict damages to the enemy, others will affect your own units (e.g. enabling your archers to shoot two arrows instead of one).
Last but not least, two other new features should spicy up the battles, namely friendly fire and bosses. Whereas the former means that archers, for instance, are now targeting an area, and can thus damage your own units operating in said area, bosses will be much harder to defeat in battles and will require you to combine wise tactics using terrain, locations and magic. Bosses battles may well be the icing on the cake that makes King Arthur II an epic game.
When the greatest tale of chivalry ends, the nightmare begins
King Arthur II developers introduced me to their upcoming role-playing wargame scheduled for Q3 2011. Similarly to the first game, KA II combines a turn-based campaign mode with real-time battles and RPG elements.
Background-wise, King Arthur II story opens as evil forces try to kill Arthur and his Britannia realm steps into a troubled time. KA II thus feeds into dark fantasy as the developers add up their own mythology to the legend. A professional fantasy writer was specifically hired for this new version.
The campaign map is divided into regions in which quests are available, which consist in adventures, diplomacy or battles.
King Arthur II uses the same morality system as the first game. It is influenced by the player's choices during its quests and displays a chart divided into christian/old faith and rightful/tyrant positions. Each spot grants specific bonuses, usually spells, units or heroes. The morality concept highly increases replayability as battles can be fought differently, in relation with your character's personality.
One thing I have been truly impressed about is the map, which is based on a brand new and more detailed graphic engine. It's also twice as bigger as King Arthur map, for it now features not only South Britannia, but also North and Middle Britannia.
The intelligence artificial should now use different tactics, according to the enemy you are fighting against. Battles are still resolved by a 'rock-paper-scissors'-like system where heavy infantry is, for instance, better in open terrain, and flying units are the fatest to meet the enemy.
The way locations grant bonuses (e.g. defense or new spells) has also been tweaked as they are now global and apply to the whole map, unlike King Arthur where the effects were only regional.
Different types of spells will be available, for whereas some will seek to inflict damages to the enemy, others will affect your own units (e.g. enabling your archers to shoot two arrows instead of one).
Last but not least, two other new features should spicy up the battles, namely friendly fire and bosses. Whereas the former means that archers, for instance, are now targeting an area, and can thus damage your own units operating in said area, bosses will be much harder to defeat in battles and will require you to combine wise tactics using terrain, locations and magic. Bosses battles may well be the icing on the cake that makes King Arthur II an epic game.