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Kingdom Under Fire: The Crusaders

Developer: Phantagram
Publisher: Microsoft Games
Genre: Action / Strategy
Players: 1-2
Similar To: Dynasty Warriors 4
Rating: Mature
Published: 11 :12 : 04
Reviewed By: Ryan Newman

Overall: 7.5 = Good

 

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As the Human Alliance sets out to grab the sacred Ancient Heart, they run up against the armies whom they were set out to use it against, the Dark Legions. The player can take the role of the human crusaders who brave the badlands to recover the key to what could be their salvation from the encroaching hoards of Orcs, Dark Elves, and Vampires, while the Dark Legions race to it for their own means. A nice mixture of role-playing and real-time strategy, Kingdom Under Fire: The Crusaders also has an immense amount of personality and charm, making it so unique that it could easily turn many people off.

The game is broken down into four main campaigns. The first two have to be played to unlock the others, with the first acting as an extended tutorial of sorts. Starting off as Gerald, the game is set for the human campaign and easy, then as a Dark Elf, Lucretia, being normal, and the last two, Regnier and Kendal, Dark Legion and Human, respectively, both being the hardest difficulty. It might be frustrating to go so slow at first, but it acts as a good way to get into the game's groove - learning to handle multiple units and switching between the battlefield and map to quickly maneuver forces where needed is best approached slowly. As a combination of an action and role-playing title, Kingdom Under Fire sports a basic combo system and rudimentary unit upgrades to create an interesting, lightly explored mixture of genres.

The simple approach works because combining both genres is tricky enough, but doing so with the limitations of a controller means that some sacrifices have to be made. Phantagram devised an interesting way around piling on tons of menus, and that was through a branching system. After completing a mission, the surviving squad's kill numbers are tallied up and experience points are given based on how well they did. These points are then used pre-battle in the barracks at any one of the cities or camps on the world map to upgrade heroes, captains, and troops. The hero is the

 

main character, and it is who the player will directly control. The captains cannot be controlled, but their services can be called in to aid the player. There are two captains to assist the player, and all have special abilities that can be upgraded by allocating experience points. There may be one that focuses on lightening, which travels rapidly and heavily damages armored units, or one that is given a higher melee count so they can be a better brawler. Individual squads also have captains, but these captains are special in that their abilities carry over and are what enables the squads to advance in the unit tree.

Point allocation takes place during story portions that are in-between battles. Since Kingdom Under Fire is so linear, there isn't any exploration on the world map. So once a player reaches town, they can either recruit mercenaries or listen to soldiers at the pub, go to a briefing, or go to the barracks to distribute points and train in how to use certain units, all of which is pretty straightforward. Money is also gained during combat, and it is used to buy equipment for the captains and troops. Weapons can have attributes like electricity or fire damage, while armor can have increased protection from explosions or elemental attacks. There is tons of stuff to buy and never enough money, so carefully choosing what to get is important.

Careful planning has to be considered when hiring a mercenary from a pub or when given a new squad during a level, because leveling up whatever looks interesting isn't always beneficial to the army. If some cavalry is needed, the captain needs to not only have a set melee count, but they also need to have the riding ability up to a certain point, or they can focus on range attacks to create archers and further build that squad up by allocating more points to ranged and also to gunpowder to then have a mortar crew. Any spells that are learned, by both the hero and captains of squads, can be used pre-confrontation on the battlefield. A unit can launch a thunderstorm or dark mist on an area before the enemy arrives, or a squad can back off to heal the units in the fray. There are a good number of abilities that can be learned, but, unfortunately, the manual does a horrible job at explaining them - it doesn't even bother.

Experimentation will lead to a better understanding of what does what, as well as a few in-game instructions. One that is featured in a battle, and one of my favorite things to do, is to set fire using archers and sapper. I prefer using archers, myself. By upgrading the fire ability, one squad of archers is absolutely deadly. By setting fire to the rear of an enemy and then the front, much of their fight will be taken out of them while they burn to a crisp. Sappers are also a fun unit to use, as they can lay and defuse traps. Using them in combination, while not always possible due to imposed required squads and squad limitations, setting fire to an enemy and watching them run right into a trap, sharpened poles that close into a square shape, is a blast, with the wavy effect of the fire giving way to the sight of units being tossed in the air and impaled by spikes. Other, more minor tactical touches, include archers shooting poorly when facing the sun, as well as height advantages for archers and charging advantages for cavalry. These advantages come in the form of extra skill points.

Skill points are what are used during combat to perform a special move or use magic. The player's hero has a set of basic combinations using light and heavy attacks, as well as special attacks that deal a bit more damage and are used to push away the enemy when they have already encircled and are going in for the kill. There is also an offensive block and the option to retreat. Selecting other squads is done by using a shoulder button, and a mini map can be enlarged to more easily dictate where the troops should go.

Combat certainly gets hectic. All the squad selecting and troop movement is made more difficult by a stiff camera and heroes that lazily sit there when they aren't being controlled. It's also easy to get confused as to who is going where, when numerous lines are scattered across the map and circles and triangles are everywhere. The game does a decent job of keeping track of everything, but the map isn't always at the optimum size to be as effective as possible. The fights certainly look spectacular, though, with a nice haze effect used to make the heavily armored troops glow in the dusk, as well as character designs - except for Gerald and the half-naked Dark Elves - that are fantastic. What the game really succeeds at, though, is giving the player the full combat experience, with booming bass, the camera going into shaky-cam mode, force feedback used for explosions and cavalry charges, units flying left and right and being thrown into the air and over backs, as well as a rocking soundtrack that manages to make the experience even more chaotic. There is something inherently good about enveloping a squad of orcs and annihilating them with all the flair of a Michael Dudikoff film.

The soundtrack is a good indicator as to whether or not this game is right for you. Instead of melodic tunes that sound like they were recorded at a renaissance fair, there is a guitar-driven soundtrack that could've easily been ripped out of a cheesy 80's action movie. And I can't explain why it works, it just does. But that is part of the game's charm. While it looks like a traditional fantasy-strategy title, it's really much more. There is banter between the Dark Legions with a dark elf constantly calling a half-vampire a bitch, and another dark elf that is an airhead and always talking about guys. It passes the point of absurd and gets in a zone that makes one fantasy creature calling another an orc ass seem almost normal. The story also takes more serious tones, with treachery and deception in the Dark Legions and lofty speak of retaking ancient lands in the Human Alliance, and the tone switches appropriately so the completely random moments and more solemn moments don't intertwine. Now, if you're thinking to yourself, "that sounds like the stupidest thing I've ever heard," then I would advise you to just skip over this and check out one of Koei's offerings, but if it only slightly interests you, then it might hook you too.

To me, one of the more amazing things about the game is that there is one word that wasn't recorded during the vocal sessions. The word 'Patriarch' simply does not exist in the game, nor does it whenever it's used in another form, like Patriarchal. I know it's used because the game has subtitles, but the word never comes out. So if someone says, "The Patriarch will be there." what the player hears is, "The ___ will be there." I cannot recall any other game where such a thing occurred. The rest of the voices range from decent to pretty bad, but the dialogue often teeters between cheesy and random banter, so all kind of works in the game's favor in a weird Resident Evil 1 sort of way.

Another problem is that the online portion is very laggy. Along with the infamous missing word, another sign that the game might have been rushed is an insert in the case saying multiplayer is a one-on-one experience, despite the manual saying different, but there are also several indications that more than two people should be able to play in the menu system - although I think this may be due to more technical limitations, because armies can get fairly large. Multiplayer itself is actually really cool. There are a number of hero slots, and each is given a thousand points to create an army of four squads, with a few spare, and these can be taken online and leveled up as they win battles. A shame, then, that any cool maneuvers and ingenious tactics are hampered by delays. Especially since this is really the place where all the units and their upgrades can be used, since the campaigns' story and objectives limit just how far the player can go with troop advancement. This is especially true for the aerial support units (including airships and dragons), which just pop up in single player, but can be vital to success in multiplayer. For the brief moments of smooth play, it's extremely fun, and it's enough to keep me hopeful that the experience will work itself out eventually.

Overall: 7.5/10
Kingdom Under Fire: The Crusaders looks to have all the trappings of a traditional fantasy title, but it is quite a bit different from the norm. With an 80's rock soundtrack, catty elves, hectic battles, and a potentially exceptional multiplayer portion, it's a difficult title to nail down. While I enjoyed it myself, I can certainly understand why others wouldn't. The game just carries itself in a certain way that could be very offsetting to people. For those who would feel more at ease with a game that takes itself more seriously, one of Koei's titles should fit the bill, but for a slightly skewed experience, albeit one with exhilarating combat, give Kingdom Under Fire a try.

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