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 Kingdom Under Fire: The Crusaders Impressions (as promised)...
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DaRoosh65

  • Total Posts : 1968
  • Joined: Aug 17, 2004
  • Location: Saint Louis
Kingdom Under Fire: The Crusaders Impressions (as promised)... - Dec 12, 2004 19:22
Finally!!! I have the time to get my first impressions to one and all...

Here goes...

To start off, I would say two things:

1) Thanks, Adam!!! ...and,
2) Forget everything you have read about Kingdom Under Fire: The Crusaders prior to this.

Now, with that out of the way, let' s do this right.

Kingdom Under Fire: The Crusaders is neither too difficult nor lacking in gameplay and/or replay value.

The game starts you off with one group of infantrymen, and throws you into battle immediately. This battle is so easy that to lose would mean one of three things: 1) you didn' t pay attention to the instructions that your read, or 2) you didn' t read the instructions, or 3) you weren' t meant to play this game.

It' s not rocket science...just think logically, and you will do just fine.

The graphics are totally awesome!!! I have yet to be disappointed by any graphical detail in this game. No, it' s not perfect, but considering the sheer number of soldiers (good or evil) that may be on-screen at any one time, Kingdom Under Fire: The Crusaders gets the job done better than any other game I have experienced in my 27+ years of gaming...and that' s saying a lot!!!

By the way, the game map is H-U-G-E!!!!!

One graphical detail that made all the difference (to me) was when I was watching the archers launching their volleys. I noticed that there were at least two sizes of soldier, one a bit larger than the other. Another detail I really liked was the lighting of the arrows by one man, running and lighting the entire line of archer arrows, just before we set the forest ablaze.

Control is as easy as you make it...if you are clumsy, it will show. However, if you take the time to learn the controls, you will be more successful. You can control the soldier formation from tight (slow movement), to slightly separated (medium speed), to full-blown spread-out (fast movement). Each of these formations has their benefits based upon specific situations.

I will say one thing, though...if you get into battle, and you give instructions to one or more of your soldier groups, keep an eye on their progress! I gave an order to my sappers to retreat from battle, and they did not follow the given order (for whatever reason). The result - they died and I failed the mission, as the sappers were needed to complete the mission. A moment of clumsiness on my part caused a soldier group their lives...just like real life.

To be able to call another leader for assistance is awesome in itself...not necessarily needed all too often (at least early on), but good to have.

Gameplay covers everything: training, pre-battle planning stage, barracks stage to equip and upgrade skills, the pub to overhear your soldier' s thoughts about past and future battles, strategic placement of soldier groups, combat, and post-battle briefings.

I will say that one of the coolest equipment concepts I have ever seen in any RTS/RPG game is where certain equipment can be only used by particular individuals that have achieved a specific level of experience. Even if you have the money for an item, it doesn' t mean that you are experienced enough to equip the item. Thus, the game prevents such events.

To say that Kingdom Under Fire: The Crusaders has a steep learning curve is a little too harsh. I won my first 5 (or so) battles without any difficulties. It wasn' t until I got to the first real powerful leader that my people started to die off rather quickly.

This quick-death experience was due to semi-poor planning on my part, not because the game became too difficult.

My problem was that I would give one leader all the experience points and give little-to-nothing to the others. To increase my leader' s skills and abilities means that my troops become better fighters. Also, I did not properly address the equipment upgrades for my soldiers. So, just as in real life, my infantrymen, archers, and sappers (trap dismantlers and setters) suffered in battle.

Game sound is rather excellent - the swords are a clankin' , you can hear the archers pull their bows back to prepare an arrow launch, and you can hear the sappers working to destroy or set a trap. Rock-laden tracks play during most of the game.

Some times the game characters talk during preparation for battle. This is usually small talk which is both a little cheesy and quite entertaining.

Replay value, though I haven' t finished my first play-through, looks to be a definite plus for this title. I chose to play through as the human leader this time, but was initially offered the chance to play as either the humans OR the evil side.

When I complete play throughs for the currently available lead characters, I will unlock other lead characters. Each character has its own vantage point in the story, so the game will play through differently for each of these characters and their armies.

Overall, this is just one awesome game!!!

Graphics: 9.5 - Though not perfect, consider the sheer number of onscreen combatants. Game map is HUGE!!!
Gameplay: 10 - Remember to address equipment and skills for all leaders AND troops.
Control: 9.5 - As intuitive as can be for an RTS using a controller-type setup. Just remember to follow up on your soldier groups after orders are given...just to be sure they are followed.
Sound: 9.0 - Maybe just a little more variety in the background music would have been appreciated, but awesome just the same.
Replay Value: 10 - Plenty of gameplay to begin with...and just that much more to re-play through!!!
Enjoyment Factor: 10 - I cannot lie...I LOVE THIS GAME!!!
Overall: 9.7 (an approximate average) - Only the original Halo ranks up this high on my personal ratings.
< Message edited by DaRoosh65 -- 12/12/2004 7:35:11 PM >

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