Look, this is the most valuable question King’s Bounty II has to answer. Because really, “why?” you want to ask as you play. You have an extraordinary and ancient brand like King’s Bounty at your disposal. There was a delicious reproduction 14 years ago; It was loved so much that it came out with tons of additional packages or something. It is necessary to forcefully scrape the person sitting in your game pattern from the screen. If you say a story and a world, it has a fun side and is fantastic; in full form. Time has passed, and the environment is perfectly suitable for the new game of the series. With the stars lined up like this, and there’s enough opportunity to make a sequel, King’s Bounty II must have been a fantastic game, right?
Let’s be honest, as I heard the first images and news, I first went up and then said, “Hmm, this doesn’t look like King’s Bounty?” I raised my eyebrows suspiciously, but continued to be cautiously curious about the game. Sex changes will always be bad, right? Even if there is no isometric map, our heroes can travel freely from villages to towns without being glued to their horses. Would it be a pity if there was a more “role-playing” oriented game, King’s Bounty? It was not customary. But unfortunately it did. It’s very sad, too.
He searched the incoming and outgoing
It’s clear that King’s Bounty II has an effort to become more RPG. At the beginning, you choose one of three characters. These characters do not have any significant narrative differences other than their slightly altered reaction dialogues. Here, what you call a warrior will have a strong wrist, what you call a magician will be a little weaker, but with their spells, they will burn, wash and freeze, the rose ends where the paladin hit, because there is a logic that he hit with healing magic. However, when you look at the result at the end of the day, whichever you choose, there is no difference that will change your gameplay that much. Oh, for example, playing a mage is a bit more difficult than a warrior. Because his leadership ability is low, he needs to rely on his magic a little more, not his muscle strength. When this is the case, King’s Bounty II, which pushed the isometric camera of the series aside with the promise of being a deeper RPG, starts life 1-0 defeat. Because, in this state, it can carry very shallow and boring RPG elements on its shoulders.
I started to bury it without slowing down, but in fact, it is possible to enjoy the old King’s Bounties in a heavy form in wars or something. The number of units is so much like the previous ones, “I gathered the surrounding villages and came!” not at the same level, but this time, the logic of little but concise has been adopted. You can carry up to 5 different units in your active army, and how many of those units you can bring into battle depends entirely on your Leadership skill. All other units accumulate in your reserved pool, and you can call them whenever you want from there. Tactically, battles can be quite challenging at times; often you have to sit down and analyze your enemy and your abilities, the battlefield, and think about how best to respond. It is pleasing that the essence of the series has been preserved in this respect, because the battles are generally enjoyable. But here, too, there are two different persecutions: First, the number of wars is very low, especially in the beginning; You mostly spend the first hours of the game running around. Secondly, the difficulty of the battles is very fluctuating and quite unstable. If you haven’t been through side missions and leveling up like crazy, if your Leadership skill is stumped, you’re likely to find yourself kicked on the ground by the opposing army. Ha, after a while the game says “It’s impossible to beat!” and as the enemy cheats, “Oh, another kind!” There were times when I won the wars he played by saying. The subject of difficulty is not fine-tuned, in short, it hangs like a pendulum in the middle of the ends. Fortunately, as I said, the battles take up less space in the game than before, so it doesn’t get too annoying.
There is no war per step, but what is? Side mission. The game locks you on a relatively urgent main task. The prince called you to his feet and said, “What kind of events have happened in Magefactory! Betrayal, intrigue… It’s all there! Quickly search and solve!” he releases to the kingdom. You ask, “Where was Magefactory?” “They stole my chickens, catch up, neighbors!” Are you looking for someone who says, “The druid stole my totem because we were offended with my brother. Just throw a hand at the situation!” Who says… Okay, I like to do side quests too, but not three, not five! You are going to do one of them, and three more duties emerge as a matryoshka. You try to make them, and two of them come out of them. While saying that, one day a messenger stopped me on the road and said, “What’s wrong with the prince?” He was taken by surprise when he asked, “Which Prince?” Believe me, I’m getting nervous when I’m going to ask…
There is a mentality mechanic that is very important in both RPG sequences and fights. Depending on the choices you make in the tasks you perform, you start to earn points for some of these mentalities. Often choices are directed towards one of two opposing mentalities. System and Anarchy, Power and Subtlety. “Who are we beating?” If you solve it with logic, Power will say, “Let’s go and talk, what are their concerns?” If you solve it, you gain finesse. When you cross a certain threshold in a mentality after a point, it automatically rejects the options of the opposing view. While you distribute the skill points you earn as you level up in one-on-one time, you open up skills based on how much you dedicate yourself to these mentalities, which is valuable in that respect. There is also an aspect of this system that concerns your army: Each unit in the game corresponds to one of these four mentalities, and if you try to combine different ideologies, they sometimes freeze in battle or refuse to play their direct variants because their morale is demolished. Therefore, if you want to mix armies of different mentalities, you need to invest in abilities from the skill tree that reduce the disadvantages in this regard. Although it is a nice and interesting system in its essence, it is natural that you can easily progress by making a single type of army without the need to make a slurry army in that form. That’s why I got the impression that it wasn’t as powerful as the producer wanted it to be.
This is actually a situation that spreads throughout the game. King’s Bounty II is a game with some nice ideas behind it. Although I generally focused on the negative aspects while examining, the moments that I enjoyed playing were not the least ice. His biggest twist was that he was forcing the series into a change that it didn’t have, but doing more harm than good. When this happens, unfortunately, he is crushed by the burden of the expectations of the audience he has managed to attract with the hope of a continuation of King’s Bounty. If it had been done by another name, in a freer way, perhaps his brilliant ideas might even have had a chance to shine brighter. However, in this state, unfortunately, it cannot go beyond being an average game that does not suit the name of the series.
Which is egg, which is chicken?!
Although more than one player may remember “The Legend” from 2008, the King’s Bounty series actually goes way back, to 1991. The original King’s Bounty, developed by New World Computing, later inspired another series that we know and love very much: Heroes of Might and Magic. That’s why the two series, signed by Jon Van Caneghem, one of the chief designers of King’s Bounty, have a great influence on each other.
It is very sad and natural to see that the HoMaM and King’s Bounty series, which were in their second spring more than 10 years ago, are on the verge of being forgotten today. Let’s hope King’s Bounty II manages to embrace its essence and return to its former glory in the coming years, instead of sharing the fate of Heroes with this stumbling block.