

Happily the rest of the UI makes sense and is easy to get around armies, settlements, objectives and research are all easily accessible and the over-head map from which you conduct your campaign is similarly unchallenging.Īs Arthur’s son you’re charged with saving the country, saving Arthur and general do gooding all over the place whilst at your disposal there’s: armies, diplomacy and magic.


It’s either not enough or the usability needs to be revisited. These things should be lit up in big, glaring lights and whilst there are tutorials and you can tell the game is trying to be helpful. You might also expect that something as basic as camera controls via the mouse would be explained somewhere obvious but no. You expect a steep learning curve when starting an RTS and hope the game will hold you hand a little bit and offer you encouraging words, maybe even a gold star if you’re good. “Shall we mash them all together add custom item creation, endless narrative and Arthurian legends?” … “YES!” “Do we want more than a whiff of games like Might & Magic Heroes 6?”. You can almost imagine the meetings at Neocore “Do we want role-playing?”. King Arthur II The Role-Playing Wargame suffers from shades of this truism. Just because an idea looks good on paper isn’t necessarily a positive indication that it’s going to work in reality.
