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REVIEWS

Seven Kingdoms 2

DEVELOPER : Enlight
PUBLISHER :
Enlight

EST. RELEASE DATE: Late Aug 99

Seven Kingdoms II depicts a dangerous past in which the existence of humanity is threatened by the Frythan invasion.   There are 12 kingdoms to choose from, each having a couple of unique units and buildings that let them distinguish from the others.  Every territory of the ancient era is represented by a couple of nationalities.  The full array includes the Roman, Greek, Viking, Norman, Celtic, Carthaginian, Egyptian, Persian, Indian, Chinese, Mongol and Japanese civilizations.  However, the main feature of the sequel is the ability to play as the invaders. If commanding hordes of Frythans and enslaving humans sounds more entertaining, you can simply choose to  turn against your own kind.

The single player sounds promising. While most upcoming games will ship with a random map generator, Enlight significantly upgrades this feature (present in the initial game) to an impressive random campaign generator. This has to be one of the most interesting features finally adapted to the real-time strategy genre. A random unique world will be created every time, giving the single player experience a considerable replayability boost.

The graphics have been improved as expected. The terrain is viewed from an isometric perspective and the 16-bit graphics support resolutions up to 1024x768. All the units and buildings benefit from a fair amount of detail that brings them to life. In addition, each faction has its own style of art representing their culture.

Most mission objectives simply ask you to gain full control of the large scale map. For the action-oriented players, there is always a classic, kill-everything approach. But Seven Kingdoms II also provides a few, more methodical ways of winning a war, through diplomacy and espionage . Being one of the most versatile units in the game, the spies make good scouts, fighters and even generals. They are particularly effective in bribing enemy generals and taking over their forts though.

When playing as the humans, your first step is to build a fort and convert enemy cities to your cause either through political influence or military action. The army also benefits from training camps, where your soldiers get the necessary military discipline but without having the ability the influence the nearby towns. The economical aspect is also important but requires more micromanagement. If gathering resources and opening trade routes is not part of your preferred life style you will have to pledge loyalty to the Frythans, whose entire economy is based on fighting and gaining life points, sacking human cities and bribing other Frythan hives with the money taken.

In Seven Kingdoms II, Enlight will introduce a couple of role-playing elements. Similar to what was previously implemented in Warzone 2100, the campaign allows you to carry some of your veteran units from one mission to the next. The unit stats and inventories will remain intact. Another role-playing element is the addition of pricey heroes. Extremely expensive to hire and train, these heroes may quickly turn the outcome of a battle in your favor. Much like in NWC's Heroes of Might & Magic turn-based series, the  heroes will make trustworthy leaders, powerful spellcasters or skilled warriors. All this comes at a price however and, besides meeting the financial requirements, you will also have to improve your reputation by controlling your dark side.

In conclusion, Seven Kingdoms II successfully blends real-time strategy elements with empire building and role-playing elements. The result is one of the most innovative games of 1999.

If you like to comment on this review, please post a message at the forum.
Reviewed by
Gabe Andreescu

 

 

 

 

 

 

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