|Source: Country Games № 15 2008|
|Source: Country Games № 15 2008|
Footsteps of Alexander of MacedonThe campaign is organized is simple: a dozen missions, and in between, you can recruit new units and improve the skills of old. This principle, unfortunately, now rusty developers, fascinated saraestroeniem and primitive "state control" (a la Total War), but because it allows to better focus on the tactical side. The benefit of historical (and fantasy) armies spend months away from home, do not count - here and campaigns of Alexander of Macedon, and Hannibal in Italy, and the English expedition to France during the Hundred Years War. In short, such an approach in the military and tactical game is much more logical and more reasonable than trying to reduce all action to a series of seizures of provinces or cities in the style of "Civilization".
Incidentally, examples of this principle a lot, and it is not a project for a narrow circle, but a cult games - this is Warhammer: Dark Omen, and Myth 2: Soulblighter. Therefore the choice of developers is welcome, especially since they managed to add zest to the passage of the campaign - between the missions you will not get bored. You can not just make up the loss (not free, of course, and for hard cash received during the execution of tasks - what to do, gaming convention), but in addition to purchase new units. It was just as usual, more interesting: in addition to the basic problem, we offer more and more orders. They give constant gnawing each other chiefs of the crusade, and the intrigue is that the noble gentlemen often contradict each other. Pursuing these missions (by the way, is not simple), the player receives money, troops, and most importantly - respect for one of the leaders, which gives different bonuses. Say, the automatic replenishment of the main unit. Respect - the thing ... the incoming and outgoing, you overcome them a couple of new jobs - and just-good-bye, France no longer loves us and does not appreciate, and therefore no bonuses.
The second interesting point in the game - this "faith". She also extracted during the mission, its amount depends on how powerful relics will be extracted (similar artifacts). Very nice item!
One is, perhaps, not a warrior, but - forceMission in the game are organized, rather, to "operational" level than at the tactical.If you resort to analogies, they are similar to the job of Myth 2: Soulblighter: first go there, then here, here otbey attack and so on. By itself, this scheme is not bad at all and it is a right to exist, the more puzzles in the game is really trivial and poraskinut brains have, or do not have time to do everything planned.
Alas, here's the start principal misfortune. Acceleration time in the game totally inadequate - too long to have to yawn in front of the monitor, waiting for us at last loyal troops doshagayut on a beautiful card. Unfortunately, while there is no automatic discharge speed when attacking the enemy - in the beginning of the fight have no troops to control and slow the pace of events.
The second trouble - bugs. If your team arrives to the rendezvous is not from where, according to the authors, it should appear, a division of the enemy completely ignore your troops. There are tricks and pohlesche, for example, the last survivor of the faithful is currently in the middle of maps and mustache is not blowing - to attack the hero alone can not, and therefore his party is not considered destroyed. The only way out of the impasse - to pass the new mission.
After all, how nice it would be contrary, to go with 12 troops from Constantinople, and watch as the troops matereyut ... and melt! The complexity will increase as teams will be less and lose them all to be dangerous ... and that between missions, players had the opportunity to develop the army - he could pump the survivors. Lose the horses when passing through Cilicia during the rainy season and a half knights remain without horses ... sorry, that in Thy Kingdom Come is impossible and we have to deal with the standard scheme.
If, yes if only ...Tactics is done, they say, "at the present level." Management units are very detailed and easy: You can specify the order and the behavior of, say, attack aggressively or not, and ordered to give archers - to shoot or run away. There are types of damage that are suitable for different situations: the wedge, wall panels, open construction.
Although, of course, and here there are some oddities - the authors somehow decided that a dense system is more vulnerable under fire. But it was not an artillery shell in the midst of soldiers flying! Imagine a warrior with large shields, standing close to each other. They're much better protected from the arrows - the edge panels are closed. And after the big board - this is a common foot soldier equipment of those times, and the authors for some reason did the soldiers with their different type of infantry.On actual fact, the main difficulty of the era quite different! Poorly trained infantry holding system, necessary for the "wall panels (under fire), or" forest of copies (for cavalry attacks), only standing still. Starting to move, even gray mustache veterans quickly turned into a disorderly crowd, especially when driving over rough terrain. And, of course, the use of this factor in the simulation of tactics would decorate the battle is much better than, although good, but several kinds of troops podnadoevshaya game.
Generally speaking, just kind of troops in Crusaders: Thy Kingdom Come upset the most. It is unclear where it came from many horseless knights in the very beginning of the visit? Or light cavalry, which was not at all, and could not be in the army of the Crusaders? And, most importantly, why to invent dozens of various units, with difficulty equalizing the balance, given that this diversity is completely indistinguishable from one birth to the troops? 5.3 would be quite enough history - knights, spearmen, archers, crossbowmen, but the army would differ much more and the player's choice in the formation of the army would have considerable importance. Incidentally, the tactic would be enriched, because the player would have to really struggle with light harassing attacks of the Faithful.
If we are talking about cons, let's add something else. Unfortunately, we face again the war till the last soldier. Detachments never run - generals past would envy unprecedented durability local soldiers, because if teams do not run away from the battlefield, and then panic in the camp, which arises because of traveling companions, impossible. Your soldiers or enemy soldiers systematically slaughtered each other, and then, in spite of any losses, survived detachment is accepted for the following division. Sad picture in the era of Total War!