We were imprisoned in the castle dungeons until the prince ordered our release. We are told to examine the situation in the Magofactory, which conceals many unexplained incidents, after summoning the nobility. This is how we get up in the midst of not just the country’s internal strife, but also necromantic magic.
The tale given is uninteresting and lacks plot twists. It efficiently retains interest when gradually dosed and varied with side chores, while not being as stunning and addicting as one may anticipate from role-playing games. The turn-based combat system inspired by the cult Heroes was preserved in King’s Bounty 2, but exploring was converted to a third-person view, similar to the Witcher or Dragon’s Age series. There was no separate conversation, unlike the titles described above. All discussions are spontaneous, and we have no control over what lines the hero says. This is a tremendous letdown for a game that aspires to be identified with the RPG genre. True, moral options exist here, but not in the form of conversation lines. When carrying out a goal, we are frequently offered the option of completing the assignment in one of four ways: order, strength, anarchy, or subtlety. Completing the order in a certain way results in the hero getting a specialty point, which has a direct impact on his or her growth.
Improving abilities through moral choices – and experience levels – implies that the system is built in such a manner that we are encouraged to select a more beneficial alternative in terms of character development, rather than the correct one in our judgment. This brings some contradiction into the gameplay and ruins the story’s experience. The combat mechanism comprises of turn-based engagements on hexed-out boards. Although this method appears to be a little out of date, it still works effectively and prioritizes strategy over action. We put forces in advantageous places before the combat begins, allowing us to acquire a positional edge from the start. Then we begin battling and controlling forces. Importantly, many units of the same type can exist on the same field, which has a significant influence on army construction. Combat is unquestionably King’s Bounty 2’s strongest suit. There are several techniques, such as assessing unit statistics, considering opponent positions, and employing spells. We will win the war even against a much stronger opponent if we lead an army skillfully.
Meanwhile, the conflicts are complicated by the field’s illegibility. The distant camera and tiny units make distinguishing pikemen from knights difficult. Controlling with a gamepad is also ineffective; a keyboard and mouse would function much better. In contrast to warfare, the game’s economy is severely disrupted. The sole currency in this planet is gold, which we obtain mostly through completed orders. You rapidly run out of funds to purchase equipment or, more crucially, an army. All that remains is a tiresome tour of the globe in quest of precious objects to sell to the merchant later. While traveling the world is exciting and worth seeing numerous nooks and crannies, it may get tiresome when it becomes a work. And the game drives you to continually look for riches because one challenging combat is enough to deplete your gold purse. Another factor has exacerbated the situation. The world of Antara is vast, yet there are opponents on crucial paths that are frequently too powerful to kill on the first try. So we hunt for gold in less perilous spots, which causes lengthy breaks in the story’s progression.
Without a doubt, expectations for King’s Bounty 2 were far greater. The improvements to the gameplay principle were not horrible, but there was no notion how to add depth to the game expertly and with more flare in the end.