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Your love of simplistic patronising strategy games is your undoing. Try as you may, you cannot deal with WK's need for militaristic cunning and detailed strategy, a foreign concept to the isometric mundanity you hold so dear. As you slouch to the floor, you curse your lack of RTS ambition. Your adventure is over You realise too late your catastrophic error. Cackling like a crazed hyena, your bank manager kicks you off and mocks you hideously as two suited men drag you round the back to tenderise your skull.
Your adventure is over before it even begins. Your blow connects with a satisfying thud, and a clump of hair arcs through the air, revealing a flaky pate. Now go to Paragraph We see a lot of potential in this one. In fact we have done for about the last 18 months, during which time, Black Cactus' RTS Warrior Kings has been passed from one publisher to another like an unwanted child with a special, but potentially unrecognised gift.
For a while, WK disappeared from the scene, ditched by Vivendi and left floating on the brink of the gaming gutter, before Microids came along and picked it up, wiped the grime from its folds and tried desperately to revive it. A couple of months ago we were led to believe the game would be reviewable, only for the code to be snatched from beneath our noses like a mucus strand by a probing tongue.
However, things appear to be well on track for a February release, so I toddled off to Black Cactus to have an exclusive playtest of the latest code. And this is what I saw Warrior Kings is Black Cactus' first project, and as first attempts go, they've set themselves a gargantuan task, seeking to meld epic battles and siege warfare with an extensive research tree and a deep-running economic vein. Nick Ricks, who has previously worked on Dungeon Keeper , talked me through the game, and wasn't in the least surprised when I instantly drew comparisons to Shogun.
On closer inspection, the gameplay also bears many similarities to Battle Realms , with resource management playing an integral role in the strategic aspects of the game.
It's only when they reach the city that they actually enter your stocks. So you need to carefully guard your wagons and position your rural structures intelligently, because it takes peasants time to transfer resources from the farms to the villages.
Farms needed to be placed with care, by first identifying the most fertile areas of the landscape to allow for maximum production. Different areas of the land proved to be more plentiful than others, a factor which will hugely influence the positioning of any city, as well as the speed with which resources can be gathered. It wasn't long before carts were transporting resources from the rural areas to the urban settings. It was time to start building up an army. Unlike most RTSs where you have a choice between two or maybe three different tech trees, Warrior Kings offers you a highly flexible route to customise your unit choices to your style of play.
From those you can develop in three different ways. If your style of play is aggressive, then your best bet is to pick the Pagan race, because they have a lot of upgrades very early on in the game.
Their units are cheap to produce and do a lot of damage, although they can't take that much damage themselves. There are certain stages of upgrade. If you go down a pure alignment path, then you're very concentrated in what you can do. However, you can build the most powerful units your alignment allows.
On the flipside, your choices will be far more limited. If you mix alignments, you get much more choice, but less access to the more powerful units. As I played through several different levels, I tried these varying options.
Of the three sides, the Pagans are by far the most aggressive, while playing as Celestial throws up a plethora of defensive possibilities. If you're of a more economically driven disposition, then the Renaissance side will be the one for you.
This last group also has the added advantage of possessing gunpowder, and I watched smugly as my huge wheel-mounted cannons annihilated a group of enemy Abadon demons the Pagan's most powerful unit , later trouncing a bunch of Arch Angels the top Celestial unit with a far smaller group of the very same creatures I'd just given a kicking to.
Needless to say, Warrior Kings is still in need of some balancing. WK'S most notable feature is its hugely exaggerated landscapes, which although beautiful, can look slightly odd, with the type of undulations which would make a silicon-stuffed beauty queen feel positively inadequate. However, it soon becomes apparent that the landscapes are a weapon in themselves, making tactical troop deployment essential if you're to get the upper hand in a battle. A substantial height advantage can prove deadly, especially if you have a collection of experienced archers on it.
I asked Nick if there were any other ways of gamering a tactical advantage, and how this impacted on the game generally. So we gave different attributes to certain units, which come into play depending on circumstances.
For example, if a group of archers is approached by a group of slower-moving, but more powerful units, 7 then they'll automatically fire, then back off, then fire again. You'll then need cavalry to outrace the archers. Unfortunately it's not all positive. WK has several glaring issues which need addressing if it's going to fulfil its promise.
While the 3D engine is for the most part excellent, all too often units become camouflaged by the terrain around them or obscured by buildings.
This makes them hard to see, let alone distinguishable from a distance, which causes particular problems in the heat of battle. The rotating map also needs work, as it's so disorientating you often end up heading in the wrong direction. Nick assures me that these issues are being resolved.
Lets hope they are. Only time will tell if Warrior Kings ends up growing into the highly successful, all-encompassing and well-respected RTS that it threatens to be, or whether it will end up back in a ditch, smelling of its own piss and smattered with cider-laced vomit, rejected by its community for its failings and forced to eke out a meagre existence by hiring itself out to travelling businessmen for a palmful of loose change.
We'll let you know how it all turns out next month. When a bestselling author turns into a games developer you know you're in for a good story, and that's exactly what Jamie Thompson founder of Black Cactus has gone and done.
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