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CELTIC KINGS: RAGE OF WAR
The King, or just another imitator?
By MARTIN KINGSLEY
Vikings
are good. Beer, facial hair, broadswords
more beer, axes, helmets
with pointy bits on
Did we mention beer?
Unfortunately, our Gallic hero
Larax seems to be lacking on at least two of these fronts. He doesn't
do a whole lot of beer-quaffing, either, which came a great disappointment.
I mean, what is cooler than a drunk Viking, I ask you?
Anyway, back to Larax: He lives
in a small village in Gaul, with his wife, who has one of the most disconcerting
hairstyles ever seen inside of a pre-rendered cutscene, as well as a disturbing
lack of ears.
This cosmetic situation is
quickly remedied, as the downright uncivilised Teutons ride into town
and then burn it to the ground, taking the entire population of the village
with it.
Larax is away at this time
and comes back to find a scene of carnage. He learns of the Teutons guilt
in the matter and makes a pact with his Goddess to grant him unearthly
powers to fulfill his quest for vengeance.
So begins Celtic Kings (CK),
the first effort of Bulgarian designers Haemimont (no, I have no idea
what it means either) and, for a first effort, it's good. Not excellent
or revolutionary, but good.
Why only good? Well, let's
take it from the top, shall we?
First of all, Celtic Kings
is one of the new wave of RTS/RPG hybrids. Games such as Gothic and (to
a lesser extent) Warcraft 3 epitomise this genre.
In CK, all units
level up, gaining experience and strength as they go, ultimately becoming
beef cakes, which makes the player want to protect them more, instead
of just producing units en masse (cough, Red Alert, cough).
To replace the tedium of being
confined to the usual "gather resources, build base, kill opponent"
missions, there are plenty of varied missions included, with goals such
as exploration or just plain combat, as well as letting you engage in
large-scale battles with the troops you have recruited.
There are also a whole bunch
of sub-quests that pop up during play, a la Warcraft 3. Unfortunately,
strategy gamers are going to feel a little short-changed when it comes
to the RTS side of Celtic Kings.
All you really have to do is
build up a decent peasant population, then gather some gold and food off
the outlying villages as tribute. While there are tech upgrades and different
buildings that can be used to improve your fighting skills or economy,
it's safe to say that Celtic Kings doesn't have the world's most complex
resource model.
To compensate, there are plenty
of units to recruit, when you are lucky enough to actually have a headquarters.
You start off with your basic soldiers and archers, then proceed to work
your way up to cavalry, and specialised warriors/healers.
The variety is nice, although
you can only have 50 units in your army at any one time, as Celtic Kings
is more focused on small-unit tactics, like Warcraft 3.
This would have
been alright if the character missions were large and had lots to get
your teeth into, but unfortunately, they quickly become overly simplistic
and score almost zero in the interactivity stakes.
Visually, CK is nothing to
write home about. Since it's sprite-based, that was to be expected, but
some of the landscapes
Bleagh! Haemimont seems to have been working
with a "mud" colour scheme, which is definitely reflected in
the landscapes.
The units are a little better,
though they seem to be missing a few frames when it comes to the combat
animations, and the death animations are completely lacking of the one
thing that makes them "death" animations: Blood!
Not a single drop of blood
is spilled onscreen during the entire game. When units die, it literally
looks like they're taking "The Big Sleep!"
Possibly the worst aspect of
the game is the audio. The music is all MIDI synthesized, which is a bit
sad. Is it that hard to get some half-decent musicians to put together
a few ambient tracks that use actual instruments?
At least the music isn't irritating,
which is more than can be said for some games. If worst comes to worst,
you can always turn it off... However, this just makes the truly shoddy
voiceovers even more obvious, which is the one thing you don't need.
The characters only have 1
or 2 different sounds each, and all of them sound lame.
Another thing they
have in common is the unique characteristic of annoying the hell out of
the player. After hearing your hero proclaim that he "knows this
land" for the umpteenth time, you'll be wishing for a roll of duct
tape to gag him with.
Now, don't get me wrong, Celtic
Kings isn't devoid of decent game-play. Indeed, there are plenty of innovative
ideas at work here, like the ability to train your units in the field
by letting them spar with each other, but with a little more thought and
some more depth, these ideas could've been much better implemented.
For instance, the above option
of letting your army spar together was a good one, that could have been
great if you could, say, choose what techniques or extra skills your soldiers
could learn, but instead it's just a way to quickly level-up your troops
in between battles.
So, at the end of this somewhat
critical dissection, what're we left with? A 2D sprite-based RTS/RPG based
around Vikings, with RTS elements that are somewhat lacking and some good
ideas that could've been done so much better. And that basically sums
up the whole game: Good, but could've been so much better.
ORIGINALITY 70%
SOUND/GRAPHICS 65%
PLAYABILITY 75%
ADDICTION 75%
ENJOYMENT 70%
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