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Slyder
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Below is draft translation of mini review from www.ag.ru. Please excuse any mistakes but I couldn't refrain from posting it as game really sucks (long).
Since no one thought about old Konung sequel (and essentially there was no information coming), it appeared almost unexpectedly on the scene. Alas, it makes an impression that the new Sovereign of Woodland strayed behind the scenes for too long, then stuck into folds of curtain and finally
Lame surprise
Showed up before the audience figuring over-aged addon. Devoted worshippers who have walked all over the first piece with all characters and newcomers who have never faced Konung are fed with ciphers and common facts. Resolution raised to 1024*768 and fixed dead, six heroes with expanded list of skills, more weapons, more quests, more dialogues. Looks solid and traditional enough but... Why on earth respected developers do not want to face the truth and let us know that for three years passed they have not managed to change the engine and incidentally to get rid of unimaginably crooked animation and flaring sprites? After all, players that do not start topics such as “How to begin the game?” and “Cokes in Konung!” in the forum and do not call NWN an “unfinished shit”, will pay that attention in the first place no matter how they are far off the thought graphics is of paramount factor for an RPG. Indeed, it is better we were deprived of possibilities to fight with weapon in either hand or wander throughout wooden boxes-houses searching for NPCs and ransacking chests, but were not left alone with almighty “handy”interface. Unfortunately, "copy/paste" is still easier in implementation than care for users.
However there is something to be praised. Wards at last are learned running (a bloodcurdling spectacle, and there is no significant increase in speed, but for these cases “W” key is provided – use it often), so fear not monsters you come across – they can not play a role of persistent pursuers. Notorious ants as a biological specimen have disappeared from Woodland at all and spiders, corpses and other wood goblins have lost the art to carry coins and various goods. Pleasing fact.
“Soap” sameness
In the view of plot basis, Konung 2 does not quite impress. Concept of script writer meets a principle “same and more” in full measure and winner of the first part having come to power had turned to Evil side, and we set out on a journey to find not pieces of the Amulet but rare artifacts, sacrificial dagger and a vial. In a word, a primitive turn, inherent rather in some serial than RPG with Slavic roots.
The wanderer has gotten more freedom. New villages and islands have appeared on the huge map, hence you have a right to own a ship (only 40K and even 80K for some); alas the process of savings, on conditions that all quests were solved, has turned to be boring to death. Way of travel round was borrowed from Fallout, - at first locations of new settlements are opened by merchants and party paves the way on the square grid to the reference point. A pity that "random encounters" can only please with the next pack of monsters or Sovereign’s warriors. From every marked location, in turn, there are exits to one or two neighboring screens, needed as a rule for a mission completion – a brigand camp, sorcerer’s hut etc. and that is quite out of the question to talk about exploration, - we just stop all dwellers, asking the ways they live and get a plot or side quest at best. Completion outline is built as "go there/get to know that/tell me/come back" though there happen are really original moments (by the way dialogue texts are exceptionally literate, at least in Russian version!, but sound scores down).
It is interesting and challenging only at start. It is interesting because the world is just opening to the curious eye, but long rounds become bothering soon. It is challenging because crowds of various creatures that fill playing grounds can overcome the beginner at ease, you must maneuver collecting free bags with all kinds of trash. However too quick and one-sided character leveling ("a ton" of points one can gain from Old Som is a blatant mockery over the balance) leads a probability of difficulties on application of the brute force to the ground zero. Enemy rarely and only on account of numerical superiority is able to offer any serious resistance, but here the well-tried method comes into action. It is clear that programmers are laid back about AI of their own development, - adversaries are still attacking one target en masse. To overpass an obstacle successfully one has merely command other party members to hack off all around and run in circles about boulder (or any other large object) escaping the pursuit. Five minutes of disgrace are compensated with pile of enemy corpses.
Along with imperfection of a new skill set the role of villages has also decreased. Laying them under tribute should be effected only becoming “mature” when lacking gold not only for ship but new equipment and runes (one more taking, this time from Diablo 2 – they can be “put into” weapon or armor thus increasing the impact value or one of three parameters: strength, stamina, agility). As you move on, dependence from capital becomes less. Moreover one can live in clover just selling junk collected from corpses of prostrate foes. This comes in the first place.
In the second place, it becomes clear that some skills are simply unneeded. Construction skill, for example, can come in handy only in one quest, and surely any "Pathfinder" or "Item identification" are quite downright conventionalities. Spending points on strength and stamina is most advantageous as AC depends solely on them. Remaining essential characteristics are blacksmithing, sorcery, potion making etc. are being developed either with experience or with the help of scrolls. You do not want come down spending on ancient treatises? It does not matter. You can easily pick up skilled smith or experienced healer into party. Indeed why should they be left in recently “acquired” village? For the time being they cannot treat wounds and do repairs over a distance. As it is masters will always be kept busy.
By rights, of course, should be noted that ways of heroes differ to some extent. Starting places are located in different spots, somebody sets off the crusade in party with two brothers-in-arms and reaction of NPCs is by far not the same, but whatever any sane person will hardly think of replaying K2. The original obviously looks preferable over its follower.
Summary
As a minimum, the first Konung should have been like this but not its sequel bearing, besides, a date of year 2003. Archaism, you cannot say other.
<skip>
Reviewer: 'Redguard' |
Tue May 20, 2003 2:28 pm |
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