| |

Seven
Kingdoms 2
DEVELOPER
: Enlight
PUBLISHER : Ubisoft
System Requirements
Pentium 166 Mhz, 32 MB RAM |
Recommended
Pentium 266MHz, 64+ MB RAM, 4 Megs Video card |
|
Ratings
|
| Code
Issues
Graphics:
7.0 – Good, but nothing
you haven’t seen before.
Audio: 8.0
-
Nice sound effects for most actions create good atmosphere, but
mediocre music.
Interface: 8.0 – Takes some getting used to,
but the fact that all information is close by insures you some
efficient empire building.
|
Play
Issues
Gameplay: 9.0 – Utterly engrossing and
addictive. Mixes the best
of RTS and turn based games to create a unique gaming experience.
Challenging AI ensures a good single player experience,
something the first was lacking.
Replayability: 10.0 -
If you enjoy the game there are an endless amount of ways to
play. Fantastic!
Mulitplay: 9.0 – All the required
multiplayer options to crush your friends.
|
| Other/Notes
Documentation: 8.0 – Decent manual that doesn’t
leave you in the dark about anything.
Nice building lists as well.
Pros: A
fantastic experience at a low price?
I must be dreaming.
Cons: Complex beast of a game that will take a
bit of patience to learn. Is
that so much of a con?
Overall:
9.0
|
Seven
Kingdoms, as well as its improved form titled Ancient
Adversaries, was just one of those games.
Despite great reviews and jubilant cries regarding the
game’s quality, one too many copies remained on store shelves.
What is
a game company to do? Publish
a sequel, that’s what! There’s
more to a game than how many copies it sells.
It is a way for the designer to realize his vision, even if
he/she has to cut some losses.
And what a vision it is…Seven
Kingdoms 2: The Fryhtan Wars is a complex piece of work.
I hate to say it but I see many people being turned off by
this. But stick with
it, and you’ll be rewarded with one of the richest strategy game
in years.
Part
historical game, part fantasy, SK2
lets players take command of one of many historical civilizations.
All your favorites are here, such as the Greeks, Romans,
Egyptians, Indians, Vikings etc.
Or you can opt to play as one of a number of Fryhtan species,
lumbering brutish monsters with a bad attitude and a habit of
enslaving humans. A
great option is being able to play without them to create a more
realistic experience.
As
long as you play as the humans, every game starts you off with a
town center composed of peasants that farm and keep the other group,
workers, fed. Key to
gameplay is the delicate balancing of the two.
You’ll need to send settlers, taken from your worker pool,
to build other structures so that your empire can grow economically
and militarily. The
first order of business is to mine resources such as clay or iron
and have them sold in a marketplace for income.
Other resources can be collected from other players’
marketplace by commissioning trade caravans.
Science towers will need to be built to research advances in
everything from close and ranged combat to advanced farming and
additional structures, and forts will allow you to pull people from
your worker pool to train soldiers.
As you can see, Seven Kingdoms II has all the best aspects of
a traditional turn-based empire building game.
But the game takes place in real-time, along with the combat,
on one map. The
complexity and pacing, however, separate SK2
from the typical real-time strategy fare to create a unique
experience.
The
strategy is in balancing your empire’s needs and obtaining more
citizens. Dispersed
around the map are neutral towns that can be inhabited by any of the
human civilizations, or enslaved by the Fryhtans.
In order to make them see the glory of your rule you must
lower their resistance level, which can be done by building a fort
nearby, using money to bribe them, or simply attacking.
Although by using the latter, you’ll end up killing
revolting peasants, thus having to wait longer to build up the
population. But taking
over towns has another benefit.
Each civilization has unique military units, as well as an
advanced unit built at their own barracks structure, and even a god
that can be called upon to wreak havoc on your enemies or benefit
your own empire. Once
you take over a neutral town of a different civilization, you have
access to their units! You’ll
spend a great deal of game time racing the other players to secure
these neutral towns, especially if they’re near resources.
The
rest of the time will be spent doing some good old-fashioned
slaughtering. The
player, his/her persona captured in a unique unit, can be sent along
with troops, and you’ll want to have a general come along to add
some extra brute force. You
can even hire mercenary heroes at a tavern, as well as obtain
fantastical weapons and tools that will aid you in battles.
Get your hands on Excalibur and the tables can quickly turn
in your favor.
Of
course, if you don’t want to fight, you can play a game of
intrigue and ruthless diplomacy.
All of the typical diplomatic options are available, such as
setting up trade agreements, becoming allies, and, if you're
powerful or rich enough you can convince an empire to join yours,
thus expanding your borders. As
I mentioned, spying can also play an enormous role in your strategy.
Once employed, spies can disguise themselves as soldiers or
peasants of another player’s color, thereby allowing them to
infiltrate their town center to steal technology, sabotage their
infrastructure, and generally wreak havoc.
Just don’t get caught, or you’ll have an enemy legion
knocking at your door. As
I stated, the combat is in real-time, so anyone familiar with a RTS
will know the ropes. You
can, however, put your troops into some basic formations.
Plus, the sheer variety of units and the strengths and
weaknesses they posses require you to plan your army’s
composition. You’ll
want a good mix of long and short-range units, along with a catapult
or battering ram to help smash down some walls.
Again, your strategy will vary according to what civ you
control as well as any other civ’s units you have access to.
Romans have excellent swordsman, but Egyptians have spear
throwers that can cut them down like butter.
Now,
Fryhtan gameplay is a bit different, only because you do not have
immediate access to such diverse building option.
Nonetheless, it is an interesting diversion that adds further
diversity to an already immense game.
Instead of commissioning settlers you have to bring down the
resistance of towns and enslave the humans.
This allows you to create more Fryhtan lairs, breed more
soldiers, and expand your domain.
While playing a human game, Fryhtans are tough adversaries.
One moment there is only a couple of nests, the next they
have enslaved even the most powerful of civilizations.
Again, if you choose to disregard this aspect of the game,
you have complete freedom to do so.
Speaking
of complete freedom, no game I have yet encountered has as much
replayabilty. There is
a dynamic campaign, but I ask gamers to not even bother with it.
The random missions are often bland, way too simple, and will
leave a bad taste in your mouth.
Such a complaint would more or less cripple most games, but
not SK2.
The single scenario mode allows you to create a game with an
almost unlimited combination of players and resources.
Trust me, this is the mode you’ll spend all your time in,
and no two games will play out the same way.
There is also a small batch of scenarios with their own
stories and unique touches. Players
also have the option to create their own.
It must also be noted that the original was criticized for
not providing a solid single-player experience.
Rest assured, however, that SK2
has challenging AI, so the single and multi player options are
equally appealing.
OK,
but what about the graphics? Seven
Kingdoms 2 greatly improves on the original, with sharper terrain,
units, and more complex and detailed building architecture, but does
not quite stand up to the most recent strategy games such as Age
of Empires 2. But
you should know by now that you don’t buy these games for their
looks. That’s not
saying SK2
is an eyesore by any means. The
graphics are attractive, just don’t expect them to “wow” you.
Similarly, the music is your typical empire pieces.
The fact that none of them come to mind as I am writing this
indicates they’re not all that unique.
Sound effects, however, are well done, with clanking swords
and the shouts of revolting peasants creating good atmosphere.
The
interface is a bit of a mixed bag.
There are all the standards such as a mini map and one-click
access to the diplomacy, finance, and science screens, but the mini
map isn’t all that helpful. There
are simply too many things going on at once for the player to make
heads or tails of the situation by relying on the map.
Is that group of red dots soldiers or trade caravans?
Not the best question to be asking while managing an empire.
Also, all of the most relevant information, such as
diplomatic conversations, scrolls up from the bottom of the screen.
I can’t tell you how many times I’ve missed answering
another civ’s offer for a trade agreement simply because my eyes
weren’t on the bottom of the screen.
Overall, however, these are minor complaints that players
will quickly adapt to.
Look,
if you see Seven Kingdoms 2 on the store shelf I implore you to pick
it up. It is currently
available for only twenty dollars, so what would be your excuse?
Have you noticed that this reviewer has had no real
complaints with the game? If
you stick with it and learn the subtle details, all of the elements
come together, and I guarantee you months of great strategy gaming.
If you like to comment on this review, please post
a message at the forum.
Reviewed by Anthony
Micari
|
|
|