PREVIEWS
PLAYED IT The once and future king returns next year
KING ARTHUR 2
Scotland: a lawless, barren wasteland populated by giants and wolves… at least according to King Arthur 2. The game’s
15-hour prologue campaign is set on
England’s northern border and has you
uniting tribes of settled Roman soldiers to
defend Hadrian’s Wall against hordes of
savages that periodically attempt to cross it.
The first King Arthur was a game of great
ideas that weren’t fully realized. It fused
Total War’s combination of turn-based
and real-time strategy with RPG-style
characters, spells, and quests. The second
game isn’t about changing that formula,
it’s about refining it. Neocore has paid
careful attention to criticism of the first
game, and at every stage they’ve fixed,
upgraded, and expanded
on what went before.
The monstrous units
are a big part of King
Arthur’s appeal. Drawing
on Celtic mythology to
deploy an army of giants,
wargs, and fairy soldiers
was one of the best parts of the first game,
the sequel looks set to build on that.
I was facing off against entire armies of
giants by my second battle, and while I
didn’t get to see the high-tier units in
action, Neocore assured me that there
were many more monsters to come.
Included among them are flying units,
which could add an extra dimension to the
classic archer/infantry/cavalry system.
People power
Don’t count out the humble humans
though, especially when you can bring up
to 4,000 of them to a fight. Your Knights—
the upgradable, spellcasting generals that
lead your armies—remain your most
potent weapon. Each one now has his own
unique skill tree, full of abilities that can
turn the tide of combat, or smash enemies
apart with bolts of magical fire.
For example, Septimus Sulla, my starting
character in the prologue, had access to a
tactically useful “slow” spell, which turned
even the most determined cavalry charge
into a slow, sullen shuffle. Another knight
could sweep away several enemies with a
mighty sword stroke, taking out whole
units swiftly and efficiently.
Spells can be real game changers in King
Arthur 2. In my first game I was too slow to
capture the important victory locations, so
my opponent managed to get my men
bogged down with his heavy infantry, then
pepper me with devastating lightning
bolts. By the second battle I was smarter: I
quickly grabbed two shrines that boosted
my magical resistance, meaning the
enemy’s spells just bounced off my troops
as they rapidly closed in for the kill.
In the previous King Arthur, the player
with the most victory locations would be
the one to capture the win. The idea was to
force your army to be mobile, but it didn’t
quite work, instead meaning that fast
cavalry or teleporting knights could win
entire games without really fighting the
enemy. Now the locations no longer
contribute towards victory, but they do
carry more potent spells, that can be used
all over the battlefield, as I was unlucky
enough to find out.
READ ME
PUBLISHER
Paradox Interactive
DEVELOPER
Neocore Games
LINK
kingarthurthe
wargame.com/2