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King`s Bounty: Warriors of the North Next game in the award-winning King’s Bounty series |
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#21
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Yeah, maybe in addition to the undead invasion they could have had a bandit uprising at the same time trying to take advantage of the situation. So you at least got to fight bandits too. Part of the fun in earlier KBs was the fact that sooner or laster you'd encounter an enemy army that you weren't optimized to destroy. So you had to decide whether to use your less ideal troops and maybe take losses, or whether to reorganize for those fights. But in WoTN so far I haven't felt stretched that way.
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#22
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At first I tried to be clever and run Undead, too, but that just made it even more tedious. It was like watching two guys stab each other with spoons, since Undead are immune to their own unique attributes (Plague and Curse, I mean). In the end, I went with an army that had Paladins, Jarls, Battle Maidens, Assassins and Soothsayers. Bear in mind I'm using the "all units available at start" mod for my Soothsayer file. Lots of extra turns available and I plowed through Nordlig with a lot of 2 or 3-round wins. I wonder how viable this is late game with Distraction level 3. Not gonna find out with this file since I'm just using an army while I still don't have good summons. Could be worth looking into for my Skald, though. Slight derail there. My apologies. |
#23
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Now that I'm playing I find it as fun and addictive as ever. I personally don't find WoTN any more or less "repetitive" than the previous installments. Yes, I can imagine the hordes of undead on the first island can be a bit tedious on the third or fourth playthrough but I just started a second game and don't mind it at all. As for going through the game and bashing enemies on the head, well, that's pretty much what KB is all about Sure, not all is rosy, I did expect more new units, some deeper changes to the skill trees and gameplay mechanics - and I don't find the rune system very important or interesting (I almost never use the runes, doesn't seem to have that much an impact) - but those are only minor quibbles. I don't think WoTN is better or worse than the predecessors. It's almost completely the same and that's (mostly) a good thing. But if |
#24
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The way I see it, is that everyone had quite high hopes for the sequel, and we just got another KBAP-type game, but this time with additional limitations.
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#25
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That said, I quickly found that Cursed Ghosts are a lifesaver there - most undead inflict physical or poison damage, so just stone-skin the ghosts and they can even stand up to Death Knights while spells and Necromancers whittle them down from afar. Of course, no life drain meant I had to use my "home-brew" Animate Dead spell a lot. (I just didn't like that you had no way to resurrect Undead troops, like in Heroes games). |
#26
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The game progresses too soon. It throws you into the thick of things too fast. I want to experience the game slowly. In AP, on the first island you were limited to low-level Human units, Dragonflies and Snakes, and that was fun - because you also faced similar enemies. Remember that first - very clever trap, btw - fight with your first dragon, where you are trapped in a cave and see that big green coming at you? Now, that was an "OMG!" moment... Here, you basically run into a mini-Kalador boss at the end of the first island. Anticlimatic. I actually wish we had a working editor and people could start and make their own KB campaigns... 'cause I feel some people could do it better. |
#27
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Everything feels very copy & pasted from KB:TL, with only minor changes. On some areas it's really blatant that they just went through them in a hurry without much thought, there are flying buildings and mountains because they haven't been placed with enough care, empty spaces in walls where buildings used to be, undead armies everywhere instead of variety, etc...
I have played my first play through on Normal difficulty now for 64h according to Steam and I've maybe completed ~80% of the game, still encountering undead armies on a regular basis. They don't even vary in their composition, so it becomes monotonous labor where I'm just going through the motions instead of getting challenged by the game (move units in tactics mode, choose Edda, cast Phantom, use Rage skill, shoot with mages, hug the enemy archers with my phantom griffons = win, then repeat about a zillion times for every undead army on the map). |
#28
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You know, if they'd introduced more undead units, the game would've been a little less tedious. I kept seeing mention of ghouls, which got me excited, only to find out there are no new undead units in the game at all. I mean, I would've been happy with new units that were just retextures as long as they played differently. |
#29
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So would I As things stand, the game is a chore. It wouldn't have hurt if we were allowed to do some cool stuff at the beginning, rather than only in mid to late game. KBAP had it - the baby dragon's progression was kinda fast, and he was super cute.
Unfortunately, WotN forces the player into pointless repetition for a long time. Use Axe Throwers, Soothsayers (rest is whatever), advance a few paces, beat the undead army using the only damn rage skill you are given for last hits whenever possible until you get the XP medal. Advance a few more squares, beat the next one with the same composition. Rinse and repeat... Kinda takes the fun out of a no-loss game too, as for the first time I felt an inner urge to skip ahead and see new stuff regardless how the battles played and whether I lost units or not - and each and every single no-loss challenge (especially the player created ones) was a big part of this game. That allowed everyone to forge a new story, to offer ideas for another play-through, to up the replayability of the game. I dont see how differently can this one play for the first 10 hours or so... The game is beating you on the head with the same types of units over and over.
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Last edited by DGDobrev; 10-31-2012 at 03:40 PM. |
#30
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I wonder what people are saying in the russian forums... I imagine devs go there more often, being their native language. Not that I think they don't speak English, but I suppose it's easier for them.
Anyway, given the nature of the story and its somewhat linearity, out of giving us random or more variety in units/spells for castles, etc. (which would go a looong way, btw), I don't know if they can do much. But I suppose that right now their priority is the hunting and fixing of bugs and crashes. So mods will have to suffice for now. |
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