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In many cases, progress is made by simply walking from battle to battle without really having any choice where you want to strike next. While this is initially welcome as a tutorial to get players acquainted with all the mechanics - and it’s still a rather complex game despite the new fashion of province management - it also removes a lot of the freedom you expect in these types of games. Part of it is due to the incredibly linear path the sequel offers. Castles allow you to swap units between your standing army and a pool of reserve units, villages can yield bonuses to damage or hit points for your different types of soldiers, Stonehenge-like stone circles can be upgraded to allow instantaneous travel to similar stone circles across the map, and various other buildings provide different benefits to things like magic, diplomatic relations, or allow for the crafting of artifacts.Īlthough you still need to take great care with how many losses you incur per battle lest you are no longer able to keep your army at full strength for the next encounter, especially when you are at risk of running out of gold, the difficulty in King Arthur II does not spike as harshly as it did in the previous game. Provinces no longer supply food or gold through taxes, but now host a few locations that can be upgraded for different benefits. Along the way, King Arthur II has made some drastic changes in a few aspects of its RPG/adventure/warfare mix, and not all of them are equally welcome.įor starters, the macro level of resource management of your provinces has been stripped bare. For the most part, players of the first game will feel right at home as they recruit massive armies, walk around an overworld map, and dispatch of opposing armies while trying not to lose any soldiers if they can help it. The mix of text adventure quests with multiple paths, Total War-esque tactical battles, and role-playing elements in the form of upgrading your heroes and troops makes a return in this sequel.
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