| Warrior
Kings |
Click
Screenshots for a closer look or click on the game
box to visit the game homepage. |
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Game
Info:
Category : Strategy
Publisher : Microids
Developer : Black
Cactus
Release : 04-10-2002
MSRP (US): $19.99
ESRB: Teen
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Minimum
Requirements:
CPU
:Pentium III 500 or faster
RAM : 128 MB
HD Space : 750 MB
Video : 16 MB Video Card and DirectX 8.0a compatible
drivers
Operating System : Windows 9X/2K/ME/XP |
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Background/Summary:
It's
been somewhat surprising at how slow the RTS genre
has been moving into the three dimensional arena.
I know performance is a much bigger issue, but with
processors and video cards blazing at ungodly speeds,
you would think that more developers would be headed
in this direction. The ones that have so far have
been fairly successful. But it wasn't until last year
that a game solely based on the medieval era was released.
Now in 2002, Black Cactus, with the help of Microids
looks to tear down the house that Empire Earth started
to create with their 3D real-time strategy game, Warrior
Kings. With amazing graphics, a very deep unit structure,
and some action-packed gameplay to boot, Warrior Kings
is a game that may just have what it takes to become
legendary.
The story of Warrior
Kings takes place in a region called Orbis. A young
man named Artos has landed on Angland, only to find
that his father, the king, is under attack by a group
of dedicated followers of the one god. Upon watching
the slaughtering of your father and hometown, Artos
must retreat so that he may at some point counter-attack
this ruthless force. Now this is where the structure
of the single-player campaign begins. Depending on
the campaign level that you selected, your path will
be pagan, imperial, or renaissance. Each path changes
the outcome of the story, as well as the units that
you will have at your disposal. The pagans are more
into the black magic, so you will have access to demonic
spells, as well as other sinister units. The imperials
follow the path of light, so you will have control
of god's best soldiers, as well as the elements, also
known as Acts of God. The renaissance path is more
of the technological/scientific path, giving you access
to black powder, cannons, catapults, etc. Now this
kind of branching system seems as if the story has
a lot to offer, but after playing through the entire
game, I can say that they only character that you
can establish some relationship with is Artos. And
that's for the simple fact that while the game introduces
new characters throughout the game, but they are instantly
removed as an important player by the end of a level.
You don't even really build up any type of emotion
for the antagonist in the game, because you won't
face him until the last level. And even then, his
role in the story seems very limited. This mainly
has to do with WK's focus on completing objectives,
rather than making characters other than Artos an
intricate part of the story. Another reason to complete
this campaign is for the knowledge of the units and
buildings that are revealed in each level. Had they
introduced most of the more powerful weapons a little
earlier instead of stretching them out all the way
to the end of the game, players would have wanted
to utilize their arsenal a little better. But by the
time you reach the last three levels, you really won't
care about using your super weapons, because you don't
need them to complete the game.
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Gameplay:
Before
I get into the gameplay mechanics of Warrior Kings,
there are a few things that I feel need to be addressed
before we go any further. First and foremost, patch
this game to 1.3 immediately. This game hit North
America quite buggy, and the 1.3 patch will keep you
from experiencing things like watching the long intros
without being able to bypass them, an outrageously weak
multiplayer, as well as some other critical issues.
There are still some issues, which I will cover in the
rest of the review, but the latest patch eliminates
some of the big problems that should have been eliminated
in beta testing. Another issue that I felt needs to
be addressed is documentation. Because of the unique
branching system that Warrior Kings uses, players need
to become familiar with the tech tree. However, in the
process of porting the game to the states, that little
tech tree map that comes with the majority of RTS games
is absent in the US retail box. What's also missing
is the keyboard shortcuts document that you need to
learn in order to perform some of the advance commands
within the game. Neither the retail manual nor the online
manual provides any other alternatives to finding out
this info. But after some extensive research on the
product website, I was able to find downloadable links
for these files in the FAQs
section. While these documents aren't really valuable
tools for most users in other games, Warrior Kings is
structured so well, that you need to have these in order
to build your army to your liking. It's just a shame
that they didn't agree.
Now with that out of
the way, let's dive into the gameplay of Warrior Kings.
If you are a veteran of the genre, then you will definitely
see some elements of the great classic RTS games integrated
into this game. But Warrior Kings takes those elements,
and multiply it by five. The most obvious strength
is the branching system that the game uses. Instead
of taking the route of some strategy games by making
tons of different races, which have the same functions,
they have implemented a system for users to mold your
empire into one or a combination of three social paths.
As stated earlier, there are three different classes
for you to undertake. There are also four construction
levels for your class to advance. But I should point
out that once you decide to choose a particular path,
you would not be able to crossover into another path
on the tech tree until you reach the castle (level
3) level. To choose your path, you must build the
first structure of that path. Once it is constructed,
your manor (homebase) will be converted to reflect
the path that you have chosen. Now should you have
a change of heart, and wish to travel another path,
then destroy that first path building, and you are
once again free to choose a path to your liking.
Your
empire first begins with your manor, which is enclosed
by a wall. This manor will provide you with your basic
units to get your unit advancement moving. Most of
the important buildings (barracks, stables, universities,
cathedrals) must be around a manor at all times. But
sometimes, there just isn't enough room to fit all
of these buildings within the enclosed. But if you
pay attention to the color of the building as you
are finding a place for it, it will turn green whenever
there is a suitable place to build. And if that happens
to be through a wall, they will actually expand/modify
the wall so that the new buildings can still remain
within the confines of the enclosed environment put
in place by the manor. By this formula, you should
get a pretty big picture of how your empire will grow.
The resources that you have to expand your empire
are food, wood (materials), stone, and gold. You acquire
these the old fashioned way by farming, lumberjacking,
and mining. This process is very slow, and is the
only thing that keeps you from building an large army
very quick.
While we are on the
subject of armies, let's talk about the units. In
other games within the genre, most units have a primary
function. But in Warrior Kings, not only can the units
perform multiple functions, but also even the weakest
of units can be just as important as the more advanced
units. A perfect example is the peasants. By default,
these units are primarily used for building, harvesting,
and repairing. But should your buildings come under
attack, and there are no military units around to
neutralize them, you can temporarily convert the peasants
into a militia, which could be all the power that
you need to repel an enemy attack. Once the danger
has passed, you can convert them back to peasants,
and have them return to their regular duties. Another
example is the scout. History has shown that the scout
really isn't a valuable unit to invest in. But in
Warrior Kings, these may be one of your most powerful
tools to have in a battle. Not only do they uncover
hidden areas due to the fog-of-war, but also when
new enemies come into their field of vision, they
will blow a horn really loud, grabbing your attention.
They really become your eyes and ears of the battlefield,
and when properly used, can prevent any surprise attacks.
Black Cactus takes unit depth one step further by
allowing characters to gain experience. By putting
them on training dummies, or sending them out to battle,
the units will gain experience. The gain increases
there attack and defense stats, making them much more
efficient warriors.
When it comes to unit
balance, Warrior Kings does this very well. You have
light and heavy troops and cavalry as well as naval
units, each having advantages and disadvantages against
each other. I must say that because the balance is
so good, you always can stop a rush with the right
units. Which is good because a lot of these units
can do massive damage within a short amount of time.
The siege units could use a little more balance though.
Some of these devastating units have such high defensive
stats, that if you can't get a siege weapon of your
own to counter it, a single siege unit could take
out your critical buildings within minutes.
Now
when the time comes where your strongest armies must
clash, you have to take advantage of some cool but
obvious features that is in Warrior Kings. First,
let's look at the terrain. Because it is in full 3D,
you have mountains and hills to fight through. Thanks
to their unique use of fog-of-war, you can see the
entire terrain, without actually knowing where the
enemy is. So early on, you can plan out a strategy
for a particular map, and not have to make some critical
strategic decisions on the fly. With that in mind,
you must also learn to take advantage of the height
and elevation of the terrain. Units who are firing
from a higher elevation will have their projectiles
move at a faster rate, while also causing more damage.
Fighting uphill is an option that you want to avoid
at all costs, as nine times out of ten you will lose
the skirmish. And to keep players from just camping
units on a hill with no risk of penalty, they have
included a system in which units must have their ammo
replenished, or else they will not fire as frequently.
With a supply cart within their radius, their ammo
will be constantly renewed. By now, you should have
a pretty big picture on how your empire works as a
cohesive unit.
Once you have considered
all of these factors, the focus now turns to the fighting.
And to be blunt, the action in Warrior Kings is brutal.
Armies of massive proportions collide, and the battles
can lasts for several minutes, depending on the factors
listed above. Don't be surprised if you find yourself
zooming out just to watch all of the carnage from
a distance. Watching the knights slash the archers,
while the rocket launchers are tearing down the buildings,
while some gunners are mowing down the infantry is
something that you only thought was possible in the
movies. It kind of reminds me of the blood and gore
that was featured in Shogun: Total War, but with much
better action. This game is a much slower-paced kind
of strategy game, which helps add a level of realism
that may not have been present there otherwise.
Now if there is any major gripe that I have with the gameplay, it has to do with the AI in the single player campaign. Now, for the first 2/3 of a campaign, you may not notice it, but that final 1/3 shows how dumb and unresponsive the AI really are. The units have a tendency not to adhere to your commands, which gets annoying really fast. By default, your ranged units are designed to keep a great distance between them and their targets. So what happens is that when the battle is really getting intense, instead of your ranged units holding their ground despite the advancement of the opposition, they just begin to scatter as far away from the target as possible, trying to maintain that great distance. Now you do have the option of ordering them to stand their ground, but in the last mission for example, with the enemy attacking you from multiple angles from the same time, you just don't have the time to keep making these mundane adjustments. Now the opposition is fairly unintelligent. Again, because of the game's focus on completing ridiculous objectives the first 2/3 of the game, you don't have that much interaction with the opponent. But once you do, you will realize that these have no idea what they are doing. There were many times during the single player campaign where they outnumbered me three to one, and just when I thought that they were going to overrun me, I would send out a scout, and they would end up chasing him to wherever, allotting me more time to provide some defense for that area of attack. They also have a tendency not to build archer units. This may have been the main reason why I was able to pull off this cheap maneuver. I won't spoil it for you, but they do redeem themselves in the last level. Let's just say that they take "ruthless aggression" to a whole new level. It's just a shame that you have to wait until the end just to see the AI at its best. |
| Graphics:
Without
question, the crowing jewel of Warrior Kings is the
graphics. Taking advantage of a three-dimensional
engine, Black Cactus has made the terrain very realistic
in terms of scale and design. There are plenty of
mountainous terrains for you to trudge on, as well
as hills. Looking at the game from a distance, you
can clearly see how well they utilized the textures.
Turn on bump mapping, and watch the level of detail
increase dramatically. Though I should point out that
it gets quite pixilated the more you zoomed in. After
thinking about it, I agree with their move to use
this method rather than having the terrain look blurry
when zoomed in. The effect is much more realistic.
And if you pay attention, you will notice that the
clouds move in real-time, casting a shadow over the
land as you advance. I just wish that they put as
much attention in the water textures as they did the
terrain. There are different kinds of terrain to fight
on, such as desert, snow, and grass. Some nighttime
maps really would have set this game on fire, but
I guess we'll have to keep dreaming for the time being.
When it comes to the units and buildings, they are
not the best-looking models that I have seen in a
3d rts game, but they are not so bad that they throw
off everything else. The units sport a resolution
that is higher than the buildings, but not as great
as the terrain. They are finely detailed, so you will
never run into an instance in which you cannot tell
what the unit looks like. One thing that I did notice
is that the most of the units (even the imperial units)
have a dark, demonic look to them. Even Artos looks
as if he has gone mad. The building textures really
stand out because they are not as sharp as the other
objects in the game. However, when attacked, they
do show damage, and can even catch on fire with the
proper weapons. This is just one of the many animations
that you will see in this game. The units are also
given some animations, but they tend to skip some
frames of animation once in a while. The magic effects
could have used some sprucing up, as they look as
if they were ported from a N64 game.
Warrior Kings does have an Achilles heel, and that
is performance. Long load times are ever so present,
right from the start of the application. While my
system is fairly fast, just getting to the start menu
takes about a minute and a half. Then you have to
deal with long load times for each level during the
campaign, which will make any gamer angry. Then once
you are in the game, the framerate can be reduced
to single digits. This is especially the case in the
final levels of the game, where more than 300 units
could be occupying a map. And I thought, maybe it
was just my system, but after browsing the site, I
discovered many Nvidia users (including myself), were
unsuspecting victims to unoptimized code for their
graphics chipset. Even Geforce 4 owners have been
subject to framerates that really makes that card
look as if it belongs in a bargain bin. I switched
over to my Radeon 8500/P4 system, and most of the
slowdown that I experienced before was reduced significantly.
If you decide to play this game, I suggest playing
with no less than a 1.3Ghz P3, 512 MB SDRAM, and a
Geforce 2 Ultra 64MB video card. Otherwise, you are
going to have to compromise a lot of the gorgeous
detail that this engine displays.
The sound in Warrior
Kings has some high points, but overall you may not
even notice it. Its strength relies in the voice acting,
and the units that speak. The voice acting is pretty
good, with the narrator using that sharp, heavy voice
that you used to hear in the Conan the Barbarian
movies. It's just a shame that they didn't carry the
voice acting over to the tutorials and campaign. Instead,
you are subject to lots and lots, and lots and lots
of text for you to sift through. As for the units,
I have to give kudos to Black Cactus for giving them
some funny one-liners. I especially like it when you
click on the scout, and he says, "ready to die!" There
are a dozens of these one-liners for all of the units,
which add some comic relief to a rather aggressive
game. As far as the game music is concerned, it's
not that it's bad, but it has that effect like when
you are riding an elevator. You may not notice it
unless you are looking for it. |
| Multiplayer/Devices:
When
players want to really hone their skills in a real-time
strategy game, they usually go to the skirmish mode
right? Well for some strange reason, these guys felt
that Warrior Kings does not need a skirmish mode.
I don't know who made that decision, but they need
to be slapped upside their head. Real-time strategy
games are becoming so complex that having a skirmish
mode is an absolute must. And the absence of a single
player skirmish mode really hurts the replay value
of this game. Of course you can always start a server,
and play all by yourself. But we all know that just
won't cut it. With the absence of a skirmish mode,
players have to turn to the multiplayer portion of
the game. Unfortunately, this makes matters even worse
for this game. Using Gamespy Arcade, you can meet
up with other players and get a match started. Keep
in mind that once the game launches, the game doesn't
take shortcuts to the multiplayer like other games
do, but rather go through all of the long load times
as if you were just starting the application. Once
you get past all of the load times, instead having
you already in a server, the game must detect it before
you can enter the server. And detecting the server
is 50/50. If you manage to locate the server, then
get ready to experience some lag. The game lobby begins
to lag considerably, especially when you start chatting.
It can take at least a minute for other users to see
what you have just typed. Now if you haven't given
up at this point, then you may actually enjoy the
game. With the ability to increase the population
limit to 2000, you my friends have the potential to
recreate that battle scene in the beginning of The
Mummy Returns.
Because of the fact that you are without the little hotkey inserts, having a voice recognition/ gaming device at your disposal is highly recommended. I used the n50 speed pad, as well as Game Commander 2 and Gamevoice, and both performed quite well. Though in the case of Gamevoice and GC2, you may need to compensate a bit for some high pings that may occur. |
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Wrap-up:
This
game had instant classic written all over it. With
excellent graphics, a very deep unit system, and some
kick-ass gameplay, Warrior Kings could have set the
standard for future real-time strategy games of this
nature. But a lack of important documents, a lackluster
storyline, and some serious technical and performance
issues keeps this game from reaching the upper echelon
of games in this genre. With a planned patch in the
works that will address many of the issues mentioned
in the review, the torch still burns for Warrior Kings.
The game has so much to offer that despite the issues
above and the score that it was given, Warrior Kings
is still one of the top real-time strategy games of
2002, and it comes highly recommended. This game cannot
die. It must not die.
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| David
"Chiefwu" Washington
- 08-05-02 |
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