King's Bounty's core mechanic is simple. Take roleplaying-lite character development, combine it with Lord of the Rings lore and centre it around real time exploration / turn based combat. As mentioned before, it's nothing that we haven't seen before. Even so, the game seemed fresh and surprisingly lacking any sense of stagnation. We did try and distance our analysis from the obvious 'mirror-image' games but we have to admit, they kept creeping into the back of our mind.
As with any game (post settings configuration), the first port of call is character creation. Kings' Bounty is no Oblivion. You get a choice of three classes. There's the combat centric Warrior, the middleman Paladin and the magic orientated Mage. The archetypes aren't unique, but allow for an instant familiarity. That's as much initial customization that's allowed. Following the choice of class and the naming of your hero, you're thrown into a typical 'trials' tutorial. It introduces the basics, ranging from movement and interaction, the magic system, combat, digging for treasure and quests. It's all delivered via text box conversation. It does the job, but we'd have liked (as with later Non Player Characters interaction) voice-acted (even if abysmal) dialogue to help with immersion.
The game's viewed from above, but camera movement is free form. You can move about using the arrow keys, holding down left click in the desired direction or simply by clicking. Whatever method you choose, it’s easy to control. Movement is in real time so expect to see enemy armies moving about the map. It's an advantage over the Heroes series that had you waiting lengthy amounts for your opponents to move. While traversing the environment you'll come across gold, magical items (that can be equipped via a traditional character dummy), runes (which we'll come to) and various other bits and bobs. There are also static points of interest that upgrade your characters' stats and abilities. Around each level are various castles, houses and villages where you can talk to NPC's to gain quests, recruit creatures for your armies or simply buy equipment.
Your hero is a static character who can be improved with weapons, trinkets and general interaction with the game's world. Like in World of Warcraft, there are three skill trees to choose from. Your class choice tends to set you on a specific path, but you're welcome to customize your skill base. There's Might (for Warriors), Mind (for Paladins) and Magic (for Mages). To upgrade your abilities, you have to spend Runes. You find the odd one around the map, but the majority are awarded once you level up, thanks to the customary experience point system. Straying from your class is possible but it does reduce the effectiveness of your character. You're hero's abilities are usually based around combat, improving your army or granting new spells.
Combat is initiated once you come in contact with the roaming armies, represented by miniature figures (who are thankfully fully animated). Your hero doesn't fight himself, but commands his fielded army. In your home castle, as well as places you find around the world, you can recruit units with the gold you earn. The preview build only allowed us to play as the humans, but the full game will consist of the typical fantasy affair; Elves, Dwarves, Undead, Demons and Orcs. Each unit's strength is shown by a number next to a 3D representation. Being turned based, each unit takes its turn either moving or attacking (with the order being determined by initiative). The combat field is a hex-based-grid and is extremely easy to understand as the game shades where you can move, so those new to such games won't have a problem. Magic (whether it be memorised spells or one-time-use scrolls) is watered down to clicking a target. Magic is limited to one spell a turn and it drains from your mana-pool.
Each unit has an ID-card with its strength, defence, attack power and health detailed. The game calculates combat via subtly hidden maths. For example, you may have a ten strong Calvary unit, and be hit on for a hundred damage. That may kill 3 individual units, causing your total to be seven. Once you reach zero on your last unit, it's dead. The strength of your army depends on your leadership value, which is improved by picking up war-banners scattered around the map. Overall, the game's combat is deep with intricate tactics playing a large part. You can defend (skip the turn with the reward of increased defence) or wait until the end of the turn to see what your enemy's move is. Many units have unique abilities which also adds to the complexity. The game promises a Spirits of Rage system (which can be compared to Final Fantasy's summons), but we weren't given access to that.
Despite all this, you shouldn't worry about the learning curve; because the game includes an auto-combat system which can be left on while you go to grab a cup of tea. If you lose all your units, death is un-punishing with a simple respawn back at the castle.
The final point worth noting is the presentation. Loading times are lightning quick and only occur when entering a battle. For a preview build we were dutifully impressed. Sound comes down to simple fantasy tunes which neither please nor grind. The game's world is deliciously detailed with lush forests, dank caves and beautiful beaches. Despite its cartoon edge, it looks fantastic. It's not machine-breaking and the build was very stable. It's a well-rounded experience which we hope continues throughout the game.
We want to play more. The build only allowed the first section for play, locked the later abilities and prevented us from using the Spirits of Rage. Expectations have to be thrown out the window to approach Kings Bounty, otherwise your steps will be tentative. The developers are obviously fans of the games referenced above and it shows in the design. Kings Bounty is promising and definitely one for PC gamers to keep an eye on.