As I covered it in my preview, King’s Bounty made her debut on the computers while we were still determining what a computer can do. Now, several decades later, his official suite by 1C Entertainment took a shot to put King’s Bounty ahead on the scene of the fantastic video game. But over the past 30 years, there has been an avalanche of fantastic RPGs to the third person to whom we, players have been exposed, not to mention other King’s Bounty games.
If we had played the originals, they had some personality. They were not totally serious and favored a more isometric approach. The fight of then was similar to that of today because everything was held on a hexagonal grid. But this suite decides to do more than just get the past. He wants you to feel like a modern RPG. And that’s where I think King’s Bounty II bit more than he could chew.
It is obvious from the start, with the addition of the charming and famous Geralt vocal actor in the witch entering the melee, the developers want you to consider it like a rpg in its own right. There are dialogue options; The gameplay between the fights takes place in a world entirely in 3D; You can ride on horseback, loot objects and even make secondary quests, all from a perspective to the third person. For all useful purposes, the scope they want seems great, but it’s too much to bear. Because when you start channeling other Triple-A role games, you change the players’ expectations to consider them and compare them now in these terms. And the chips on the armor really show it.
The dialogue scenes in King’s Bounty II are on pilotis and wood. The characters, yours included, hardly emack. There is no as long as a bioware amusing hand wave to find here. Each NPC you meet can only tip the head. To hear the pretty tones of Geralt from my main hero only leads to the atmosphere. The ability of Doug Cockle to chew the landscape is completely stopped by the way the character moves and the way those who speak to him hardly respond to him.
Apart from Aivar, the other two protagonists you can choose are just as staggered as the NPCs in their voice work, which leads to a dissonance that everyone is very wooded, reading very wooded lines that do not make you Not really worry about the story. It would be different if the tone was often ironic, but this suite wants you to be invested and chooses a more serious way for its main story, let me completely skip the dialogue.
Overmould also suffer from this new perspective in the third person. Although it is not an entirely open world, environments allow you to choose your way. However, the smaller reach makes you often understand that you move in large corridors connected to closed parts and vice versa. It’s not Dragon Age: Inquisition where environments were huge sandboxes. Your homelessness is limited and the developer’s hand may seem forced. And unfortunately, similar to Dragon Age, the design of secondary quests is usual: Enter a few things here, press some switches out there, talk to Untel and repeat.
And the environment itself leads to many obvious areas where you will know that you will meet enemies to fight, which is for the most part a pleasant moment.
The fight in King’s Bounty II is a hexagonal affair on which it relies on the previous entries. You do not control your hero, you control armies that are represented on the grid by a handful of units. You and your opponents in turn, change position, use your capabilities and launch your units against each other.
It’s game meat. The armies have abilities, a morale and can well associate with other units while being disadvantaged by partnering with others. It’s up to you to make the most of your troops. If you use units that have a more anarchist state of mind, then pair with noble heroes will only harm your morale. When units collide, there is certainly a lack of punch or drama in animations. Sometimes it is even difficult to say when one unit dies simply because it may seem so blazed for everything else.
The fight itself starts very simply. Your hero also gets one or two capabilities to help during fighting. For most of the beginning of the game, you will have little trouble deferating your enemies. It is later that the difficulty curve of the game skyrockets and you will really need to understand all the subtleties to move forward. The land, positioning, types of enemies, spells and capabilities are all key factors in determining the flow of each battle.
I appreciate that King’s Bounty II does not hold your hand in this regard. The fight is difficult but also worth the sentence once you really start assembling the mechanisms. It’s a shame that all parts outside the fight are so boring.
Finally, the customization of the heroes is out of standards. Armor, outfits and style in Gogo are to be discovered as you go through the game. I liked to go from a peasant with the Paladin character to look like a rather hard warrior to cook further .
When I tried King’s Bounty II for the first time, I said it was better tempering expectations. And I can see now with more time with that, it’s always the case. If you expect a high RPG but maybe a little shorter in the vein of Skyrim or the Witcher’s narrative and actor prowess … you will be very disappointed. Of course, I did not expect the same level of worldwide, but it is difficult to look beyond the very large gaps put forward by actor play, writing and animation. Even more difficult while the game is controlling an almost triple A price. There are currently much better RPG representations at cheaper prices.
I can not help but ask me what King’s Bounty II could have been isometric and relied more on written words than on spoken dialogues. Maybe he could have offered something totally unique. But it’s the choice that developers have done and for some of you, if you manage to override, you will find a rather correct tower combat game in King’s Bounty II. For those who are also trying to get lost in a deep world in addition to the fight, you will be better served elsewhere.