| 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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