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>>>>>>>>>>This is my review account, because the low playtime.<<<<<<<<<<<
+ lovingly detailed maps
+ battlefields are generated depending on the environment
+ many different units
- sparse animations
- inflexible camera
+ history with many pop culture references
+ optically varied world
- text-only story
- no cutscenes
+ orchestrated soundtrack
+ atmospheric ambient noise
- no dialogue set to music
- hardly sound effects
+ balanced spells and special attacks
+ heroes specializations
- unbalanced classes especially at the beginning
- too easy for veterans
- to short introduction for newcomers
+ many quests and side missions
+ some different solutions
+ eadable mission descriptions
- but too many of them
- long walking distances
+ tactical depth by rage spirit and magic
- small battlefields
- no terrain effects
+ unique monsters for each fraction
+ units with special abilities
+ very many troops
- of which only a few are any good
+ many rewards
+ experience for heroes and normal units
- always the same tasks
+ solo playtime around 50 hours
+ huge game world
+ three character classes
+ many tactical finesse
- low replay value
- later battles very lengthy
Multiplayer: no multiplayer
More specifically, we can count on one hand the changes. There would firstly the story. As the subtitle suggests, this time on the dark side of the Force.
Our hero for a change, not a shining knight in glittering armor, but alternatively an orc (Warrior) undead (Mage) or a demon lady (hybrid).
The second innovation turns out on closer inspection to be sham: When the promised fresh units are in most cases only about new versions of old acquaintance. For example, it is now also female vampires who have admittedly over nearly the same talents as their male colleagues.
The third amendment concerns our companions. The spirit Blackie performs the same role as the dragon in Armored Princess or the Valkyries in Warriors of the North: a living superweapon powerful pure skin with large area spells and control formulas, however, previously with rage (the second magic resource in addition to mana) needs charging , Proverbs named differently than in the past and look different, but they have very similar effects.
The rest is well known: We draw our hero and his army in real time across the country, explore, collect treasures and go upgrades while, learn new skills or spells and take orders as whistleblowers. Let us raise our enemy armies, the game switches to a small hex map, where we deliver the resulting skirmish about fashion.
The goal is always to insert as little loss as possible. Because they are as described, it is very awkward to balance, in part because the supply is limited - and even more than before. Anyway, we had to move again and again on weak auxiliaries in the test, because we could easily find by our desire too few units.
The game is almost nothing better (or just different) than its predecessors, but much worse. Even the maligned for their innovative poverty makers of FIFA or Call of Duty can come up with for their sequels more than the developers of King's Bounty.
Score: 69 / 100
Sorry for my bad english.
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