Intro With the recent flood of excellent RTS's on the market it's
easy to pass up a less-marketed game like Celtic Kings. That's too bad,
too, because much like Kohan, this is one of those smaller games you really
shouldn't miss. Celtic Kings takes place in historic Gaul during its Roman
occupation sometime around 50 B.C. By "occupation" the Romans actually
meant rape, pillage, burn and everything short of salt the land. In the primary
single player campaign, the player takes control of Larax, a young Gallic warrior
out for vengeance.
Gameplay: 8/10 Things start off
with a surprisingly good tutorial which explains the overall flow of a mission.
Gameplay in Celtic Kings is an odd mix of Diablo, a standard RTS,
and resource management not unlike the oft-overlooked Kohan. At times Larax
himself will wander off and fight off hoards on his own, going on sub quests for
items that improve his abilities, rescuing fair maidens, all that good stuff.
Other parts of the game involve huge armies clashing, as is good and proper for
any RTS. The aspect of the game that most caught my interest was setting up the
infrastructure for each mission. The game is not so much about building units
and jumping up the tech tree as it is balancing between production and income
while keeping trade flowing between captured towns. It's all the interesting little
details like guarding trade caravans and things like that which make Celtic Kings
a refreshing play. Aside from the parts
where Larax goes lone wolf, most things in Celtic Kings are pretty epic.
The maps are huge, some supporting up to 5,000 units. There are 55 different
units, lots of variety in the missions, and a plot that kept me interested. It
wasn't the greatest RTS plot ever (that title probably goes to Starcraft)
but it certainly got the job done. There
is a second mode of play, which is much more like a standard RTS. Again, there
is no building construction, everything is preset, and in this mode there are
no subquests or other things to distract from the objective: total annihilation
of the other side. This mode is much more straightforward, but still fun. Again,
the unique balancing act does make for fun gaming, but without the story and other
aspects that adventure mode has, it didn't hold my interest as long. This method
is the only way available for multiplayer, and it works well enough, but a co-op
adventure mode would have been really cool. That's probably because I have a huge
soft spot for co-op and mention it in every damn review, so take this last part
with a grain of salt. Graphics:
7/10 While not jaw-dropping, the visuals in Celtic Kings are fresh
and pleasing to the eye. Unit animations are smooth and detailed. The maps themselves
are large and well-detailed; trees move in the wind, seasons change, all that
good stuff. My only real complaint would be the limited views available. Since
the game changes scope mid-mission, some views are more appropriate than others.
Unfortunately, only two are available: up close and extremely far away. While
they both have their uses, I'd like a few more choices. Sound:
5/10 There is nothing really special to report in the sound category. The
music is good, but the loops are a bit short considering the long mission lengths.
That is also true for the unit acknowledgement sounds. The "yes sir's"
and "for my lord" gets pretty tiresome after a while.
Control: 9/10 What really makes the gameplay interesting is how micromanagement
is handled. Even though at times massive armies are clashing on screen, the player
must also keep track of his heroes. Use hot hotkeys makes this fast and easy,
and the game also features a Balder's Gate-esque "pause" key
that allows players to issue commands en masse without stressing too much. Another
very nice feature is the way groups can be organized. With a few quick keystrokes
a bunch of soldiers can be organized by low, medium, or high health or by their
ranking. This is really nice, as it's easy to weed out the low health veterans
and get them healed. This way, veterans actually can be USED, instead of simply
dying amid the throngs like in many other games that implement a unit experience
system. This organization also carries
over to how groups are managed while giving commands. Assign a "general"
of sorts and the group does what he does. So that way with just two or three commands
it's possible to control several large squads at once, making big battles quite
a bit easier to handle. That's not to say the game's easy, mind you. Most times
I thought I had enough units to handle a fight I was wrong, and fleeing can be
difficult thanks to wonky path finding. Not that this is anything new, few RTS's
don't completely suck at pathfinding. Overall:
8/10 It's unfortunate that many will pass this game up because it's not from
one of the "big boys" in the RTS world, because it's a solid title that
disserves the attention of any RTS enthusiast. Celtic Kings' mix of Diablo,
Kohan, and standard RTS gameplay works surprisingly well. I always cringe
when I hear games are "part x, part y and part z" because these things
rarely work out well. Fortunately for us, the excellent unit management and thoughtful
keyboard shortcuts make this an enjoyable ride. [
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