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Kohan II: Kings of War Review

PC Review by Kieron Gillen

6 October, 2004

'Kohan II: Kings of War' Screenshot 1

Now here's an interesting example of the cross-Atlantic divide. When bobbing merrily along as a digital castaway on the gaming info-Sargasso it's possible to forget that flesh-space concerns as "nationality" still exist, but it doesn't make them any less real. So while Kohan II's imminent arrival has been causing outbreaks of disco-boogie in the colonies, in the heart of Empire we're very much still much playing wall-flower at this fantasy RTS party. It's no great change - in its previous iterations Kohan received strategy game of the year awards a plenty over there while over here it got... well... got forgotten.

It's not really fair. If you can see past the PC-standard meaningless subtitle and extraneous punctuation, Kohan II: Kings of War is a real-time strategy player's real-time strategy game. It has a sense of intricate design that places it in the gaming school that stretches back to where Civ was first injected into the genre in Age of Empires - that is, showing the maths behind the conflict very clearly, which tends to make the better players the sort of people who can resolve an equation most efficiently. And it's not even as if it doesn't innovate - Kohan II's designers have approached the problems the RTS faces and methodically worked out elegant, and mostly successful, solutions.

But still, as much as it's a serious and worthwhile game, Kohan II lacks. Having played it considerably before Rome and Dawn of War, I return to find myself relatively underwhelmed and fully aware that I'm unlikely to tarry in its pseudo-Tolkeinesque realm once I've finished this review, preferring to scuttle back to either the epic grandeur of grinding mother-Rome beneath my sandal or the dumb-kicks of raising a Bloodthirster and looking for trouble on the wrong side of the streets in a gothic far future.

Kohan II, positioned somewhere on the axis between Warcraft and Age of Empires, is most interesting when it tries to push the RTS away from rewarding over-defensive hedgehog-style players, while simultaneously slapping the wrists of those who go for the simple rush, stopping off along the way to create a greater sense of order to the scrum-like RTS play field.

'Kohan II: Kings of War' Screenshot 2

It does this by setting in action a far more stringent unit-limit than the majority of RTS, with units of troops rather than individuals being recruited, and the unit-limit only inching upwards by expanding your cities and - more noticeably - creating new settlements. Maps are dotted with places to make new ones, encouraging you to head out and claim them, with further expansionist urges excited by its detailed economy which demands a level of resources (A shortfall of one is made up automatically in Gold. Since the shiny yellow metal is the master one in the system, using it up unnecessarily hugely impacts on the player's power).

However, this also curtails against rush-play by any settlement having a zone of aid to friendly troops around them and built-in militia to act as a basic defence. The former has the greatest impact. As long as they're in the vicinity, any unit of troops will have their injured healed and the empty spots in their ranks replenished. This gives a real edge to defenders and simultaneously, especially with an experience system on troops, encourages a defender to retreat and heal up rather than press on to the point of annihilation.

It's less successful in stopping the formation of giant rucks. While recruited in units, you're able to dictate each group's composition in detail, selecting the main body, the side-ranks and the support troops. So, for example, you could have a unit with spearmen in front, archers behind and a couple of healers at the back. And, abstractly, all try and work in support of one another. In practice, they do try and work in support of one another, but are mostly overwhelmed by the circumstances they find themselves. Not a complete success, but certainly better than most of its peers.

And if you're the sort of player who was disappointed with the solo-player of Dawn of War, you'll be more than satisfied here. The twenty-five mission central campaign is a suitably epic undertaking. The skirmish game highly developed, including random maps, with six races - and multiple factions of each giving individual bonuses - to master and experiment with. There really does everything you could ask an RTS to do.

'Kohan II: Kings of War' Screenshot 3

So why no excitement?

Well... because there is no excitement. Or rather, not enough excitement. It lacks, to use an inappropriate word to wind up the purists, sex. It's paced considerably slower than most RTS games - certainly those of you coming straight from Dawn of War will feel as if your feet are dragging until your brain reacclimatises - and while this gives more space to perform the relatively complicated decisions the economy demands, it does mean that things can be over-leisurely. Alternatively, if you don't notice something is going wrong, then it's entirely possible you won't be able to make a difference by the time you do due to the dawdling nature of your troops.

Also, with the impressive AI not doing anything stupid (a good thing, clearly), and tactical encounters that leave room for retreat and healing, it's possible to fall into near-stalemates which take seemingly forever to resolve. It's not a game that lends itself to a quick play, certainly. And - reviewer's personal tilt time - it's a game that seems to lack the capacity for swift genius. None of Rome's artfully timed cavalry charge to turn the day or a clever repositioning of Assault troops in Dawn of War to turn the day - by the time you've decided to go to war, the victor is mostly decided. It's less war seen through the eyes of a general, and more through the quartermaster's.

"Solid" is one of those terrible damning-with-faint-praise words which will have anyone cringing but it's the one that applies. It's a well-built, well-made, well-designed well-solid RTS, and of its type, one of the finest of the year [Waitasec - "Well-solid" -Ed].

But if you're looking for glamour, you're in the wrong place.

7/10

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Comments: 1-9 of 9 in total

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Killerbee
06/10/04 @ 10:20
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Kieron seems to be turning into EG's very own RTS guru. :)

Good review.
krudster [mod]
06/10/04 @ 10:49
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Yeah, well this time of year when there are 15 or more games coming out per week, we need help!
Orange
06/10/04 @ 11:02
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He looks vaguely threatening in that photo, the grasping hands....
KiLlerKnight
07/10/04 @ 01:47
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I really wonder how many people are going to buy this game. I bought one and I bought the previous one too, but then I buy every decent RTS. They make this one a little more mainstream because the previous one sold like crap. I don't agree, because this game is arguably worse, but I understand, they need to earn a little money, don't they? So they try everything to make sure this is going to be a bestseller. But then whose idea was it to release it almost at the same time as Rome and Warhammer, as only hardcore RTS-fans ever played or even heard about this game and this developer. See, even the reviewer doesn't know who the developer is. I don't know what's more ridiculous, the fact they release it now, or the fact the reviewer don't even know who the developer is. But both things tell us how important proper marketing is nowadays.
BremXJones
07/10/04 @ 03:05
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Reviewer making a typo doesn't necessarily mean reviewer doesn't know who the developer is.

Reviewer is big on his typos. Reviewer has made much bigger typos than this.

Reviewer feels sad inside, sometimes.

Sometimes reviewer cries when no-one is looking.

Are you looking?

Well he won't then.

EDIT: Reviewer realises where the typo came from. Had Globalstar as the publisher to begin with before deciding to go with the more global Take 2 branding. In late night review mode, the "star" somehow made an exciting jump to take the place of "gate". Reviewer is very sorry.

KG
Edited 1 times, most recently on 07/10/04 @ 04:10
KiLlerKnight
07/10/04 @ 06:13
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'Reviewer making a typo doesn't necessarily mean reviewer doesn't know who the developer is.'


That's true and that makes the reviewer less ridiculous ;) , but my point still stands. The reviewer wouldn't make a typo if the developer was Blizzard or Ensemble Studios. (I hope).
Edited 1 times, most recently on 07/10/04 @ 07:20
BremXJones
07/10/04 @ 11:33
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You underestimate me. I've offended the biggest! The very biggest!

KG
spelk
07/10/04 @ 16:16
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The original Kohan was years beyond its competitor in terms of the development of a proper unit-based RTS, with frontline, support and backup. With zones of supply, and proper use of heroes and commanders. The story was nicely put together. Kohan II has tried to move away from its 'hardcore strategy' roots a bit, by introducing a bit more flash. It doesn't seem as pure and a thinking mans RTS. They've slightly dumbed it down a bit, to shoehorn it a bit more towards the Warcraft III market. If you can protect your supplies sufficiently, you can do a "hedgehog" in Kohan II much more easier than you ever could in the original Kohan. Its nice to see things move on graphically, but the original one is purer, in terms of strategy and a more abstracted view of the conflict. Still a thumbs up, just not as high as before for me. I've yet to find another competitive RTS that does command heirarchy and custom unit-level command before.
KiLlerKnight
07/10/04 @ 16:42
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I think the graphics aren't that great, especially if you consider the 'REAL' requirements. I can play Rome and Warhammer everything on high and rarely get slowdown. But this Kohan is lagging every time I do a massive attack. And I think Warhammer looks far better, damn even Age of Mythology looks better.

Comments: 1-9 of 9 in total

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