System: PC
Genre: RTS
Developer: Black Cactus
Publisher: Empire
Players 1-8 (online)
Every once in a while a game drops into your lap that you can realistically
see yourself playing in months, even years, to come. This is one of those games.
We here at news0r were privileged enough to obtain some advanced copies of the
game from our good friends at Empire Interactive and this reviewer was
personally blown away… So naturally I shut the window and stuck the game in.
The Background
The game is set in medieval times with the primary combat based around
knights, pikeman and so on. However as with a lot of RTS games the more you
progress through the game the more advanced your civilisation becomes and the
more weaponry becomes available to you. The campaign missions are based around
the quest for dominance of a continent not dissimilar to Europe, and
surprisingly enough the first campaign takes place in a small island country
called Angland. Noticing any similarities yet?
As you progress through the continent you are awarded bonuses for completion.
These range from population increases to advancement where in the next campaign
you have access to new buildings and units. The other main game is the skirmish
game which does exactly what it says on the screen. This is where most of the
online play takes place although there is an option for the lonely gamer who can
partake in skirmish battles against a number of challenging AI computer generals
across an array of landscapes.
The Way of Truth and God or Devil Worshipping?... Oh the Choices
The limits of combat in WK:B are almost endless. There are three main paths
you can choose for your civilisation. Renaissance, Pagan or Imperial, each
holding their own positive and negative points. Pagan and Imperial are the two
main routes, both very different and exciting to follow. Renaissance can be
followed alongside either of the others or by itself. The route you choose
depends wholly on the buildings you create for your townsfolk to worship at.
With the Pagan route comes the summoning of Abaddon whilst the Imperial route
gives you the option of summoning the Sword of God. These are the strongest
combat units that can be created in the game; neither can be controlled by the
player. They merely seek out your opposition and utterly obliterate anything in
their path. Of course they are stoppable but you need a lot of men and a lot of
Religious Units to banish them, and even then sometimes that just isn't enough.
However if the creation of a practically unbeatable monster doesn't appeal then
do not despair! With a population limit that can be increased to 800 in the
skirmish mode the option of creating an army of mass destruction and invading
the person you just allied with is very much alive.
As with the Abaddon and SoG the variation of units you have to select from
varies depending on which path you have chosen. And that without even touching
on what units can beat others. There is a method within WK:B whereby the perfect
army can be constructed using the strengths of each unit to protect another and
therefore making the army almost invincible. Anyone who finds out the strategy
and gets it working successfully can feel free to email us at the usual address.