Wars and Warriors: Joan of Arc
Jeanne is an excellent response to the “European way of gaming” in the action genre: bright, original, filled with many wonderful finds and creative rethinking. Made filigree - very thoughtful…

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Cultures 3: Northland
Сultures is probably the classic German series of military-economic strategy. The previous two experiments allowed to bring the game to almost perfection in each of its aspects. The series in…

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Chaos legion
CL - a game, prefixed to the bone marrow. There she was born, there she will gather the bulk of fans, there she even looks and plays better - in…

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Kohan II: Kings Of War

In Kohan, inventive “timegates” managed to refresh both the actual game concept of the real-time strategy and the ideological content of the fantasy RTS. In no way wanting to belittle the talent of the legendary Tolkien, I still can not help stating the already obvious fact: the endless bickering of orcs, elves, people and other funny creatures begins to annoy quite a bit. TimeGate has proposed a new fictional world with completely unfamiliar inhabitants, the listing of which will take up too much space. Yes, and the names a la Charon, Gauri and others like them ignorant people, most likely, seem sophisticated Arab curses.

Kohan II: Kings Of War, being the direct heir to Kohan: Immortal Sovereigns, no longer carries conceptual innovations, it only returns us to the world of Kaldun, to the lands of Ishtarii. Here, you see, again troubled. Before the funeral bells rang to the glory of those who died on the battlefields of the Great War, the borders of the kingdom were again attacked by unknowns. Ahriman is back? Seiah again bothering? Revealing the identity of a new enemy is entrusted to the Seeker named Naava Daishan. Who should lead his unit, I will not speak. Try to guess …

Did the last paragraph seem like rare ravings to you? It doesn’t matter, you’re just not familiar with this game universe. Kohan II: Kings Of War is a great occasion to get to know her, especially since in terms of gameplay the sequel has remained faithful to most of the traditions of the original, which, I remember, dubbed the mysterious term “modernization of canons.” TimeGate Studios never abandoned the system of collecting resources, building cities and building units. The canonical RTS circuit seems pristine and pristine. However, it’s worth digging deeper …

In the sequel, we have to take care of the presence in the pantries of gold, iron, stone, wood and mana. More precisely, only a small piece of gold will be hidden in the pantry; the situation with other useful substances is somewhat different. Here lies just one of the main differences between the economy of Kohan and any classic RTS-model. Iron, stone, wood and mana in varying proportions are spent on the “construction” and maintenance of fighters. If one of the above is too much, then the gluttonous warriors can not cope with the consumption and leave the excess. The latter automatically turn into gold, as if they are for sale, and settle in the treasury. Otherwise, when there is a deficit in any budget component, gold from the treasury decreases. Relatively speaking, it is spent on the acquisition of missing resources. Original, fresh, and most importantly – close to reality!

The production of ingredients necessary for the state is carried out in the old fashioned way, with the help of mines and other specialized structures, which must be erected near the deposits, and then carefully guarded. In Kohan II: Kings Of War, special forts appeared that provided the miners with protection long enough for the arrival of the allied forces. The thing is very convenient, because it releases the “living” forces for offensive and aggressive purposes.

The battle part is just as different from the wall-to-wall fights we are used to, as the economic model stands out. The main active force on the battlefield in Kohan II: Kings Of War are units. No, not gangs hastily encircled by thugs tightly rallied by the magic spell “Ctrl + n” (where “n” is a number from 1 to 0), but well-balanced, clearly structured units. Actually, the competent formation of soldiers in groups is the main guarantee of success in any battle. The unit has a front, flanks and rear. Our task is to distribute the soldiers in such a way that they fight most efficiently and bear the least losses. For example, the foreground can be entrusted to the cavalry, to stick infantry on the flanks and to drive to the rear weak health, but strong in the spirit of magicians. Then it remains only to pray that a detachment of spearmen capable of scattering the riders in a matter of minutes does not get in the way of such a group.

Shabby units receive recruits in cities. By the way, the construction of settlements is now permitted only in specially designated places. Who knows, maybe in this way the developers are fighting for the ecology of Kalduna (after all, the city is a nest of unsanitary conditions), or maybe they just introduced this rule out of natural harmfulness. Urban construction still depends on the number of free slots (somewhat reminiscent of the rules of Heroes of Might and Magic), so that building all possible buildings in one settlement will not be possible physically. The cities are protected by traditional walls, although ordinary civil buildings can serve as a significant barrier to the attackers. Indeed, to destroy a large settlement, it is necessary, at all costs, to get to its center, and the way there is reliably blocked by blacksmiths, barracks and other masterpieces of utilitarian architecture.

Of course, we have seen all of the above with minor changes before. But the full three-dimensional polygonal graphics neither the original nor the addition to it could not boast.

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