Seven Kingdoms II: The Fryhtan Wars |
PC
- Win 95, Win 98 |
Difficulty: Medium |
Length: Long |
Recommended Age Groups: Young Adult (11-16), Adult (17 and
Up) |
Reviewed by: Brian Rubin |
Review: |
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Seven
Kingdoms II: The Fryhtan Wars (7KII)
is the sequel to the critically acclaimed yet commercially
lacking Seven
Kingdoms (7K).
Created by Trevor
Chan and Enlight
Software (of Capitalism
fame), the original 7K
had some great innovations, such as espionage and trade, yet
was hampered by poor graphics and lousy publicity on the part
of its then publisher, Interactive
Magic.
Here we are, a couple of years later. Interactive
Magic no longer exists and now 7KII
is being published by Ubi
Soft. Finally, we have a game with graphics that will look
good in the eye of any jaded game player and expanded gameplay
from the original.
7KII
is basically a 4X game: eXplore, eXpand, eXperiment,
eXterminate. There are several lovely nuances that the 7K
games bring to the table that make them truly unique, but I'll
get to them in a moment. You begin a game by selecting one of
several tutorials (which are excellent), a single map game or
a campaign. The tutorial is long and exhaustive and really
helps the newbie get into the game.
The next option is
the single map game that basically means you play a
disconnected game with no thought to a campaign or a larger
goal. These games, like the campaign I'll mention in a moment,
are completely customizable, with multiple pages of options to
tailor the game to your liking. This is one area where the
game shines, as we gamers always love lots of
choices.
The final play option is the campaign that,
unlike most games of this type, is dynamic. This means the ebb
and flow of the overall war is effected by your successes and
failures, just like in real warfare. This is a great boon for
replay, as these campaigns can take a long time. The missions
in a campaign can get repetitive but they're usually fun
anyway.
Once you're finally in the game, you have many,
many options available to you on how to proceed. The key to
victory usually involves acquiring neutral towns under your
own flag and this can be done in several ways. You could use
the direct approach by using force. This will make the people
of that town very unhappy toward you and also drop your rating
with the other kingdoms. You can also hire a soldier who is of
the same heritage as those in the village and have him build a
fort adjoining the town. This will lower the resistance of
that town. Finally, you can send in a spy to sow seeds of
dissent in the town and find people willing to help the town
join you.
This is merely the tip of the iceberg. You
have people to feed, buildings to build, minerals to mine,
kingdoms to trade with, Fryhtans
to slay and so on. The options available to the player are
almost too numerous to mention. The points that stick out in
this reviewer’s mind as making this game completely different
than most of its ilk are the trade, diplomacy and espionage
models. Let's look at each in detail.
The trade model
in this game is quite detailed. Goods and services may be
bought and sold at markets and through caravans and pure trade
treaties are available. Trade is actually fairly easy to
accomplish. You basically form a treaty, then form a caravan,
then tell that caravan which of your friends’ markets to take
the materials to, whether they be raw materials or products
made in a factory. This is one key to success.
The next
interesting and important feature is the diplomacy model. This
is a fully featured diplomacy model and all types of alliances
and treaties are available. This makes for some interesting,
if sticky situations, as an ally might ask you to attack its
enemy, who also happens to be an ally of yours. This is just
one example of what can happen through
diplomacy.
Finally...my favorite of all, the espionage
model. I find it interesting that no other game has attempted
to copy this innovative and successful idea. Through the use
of spies, you can protect your own kingdom through
counter-espionage or use spies to infiltrate other kingdoms.
The use of spies has to be one of the most innovative features
of 7KII
and, probably in my mind, the most fun.
This can all be
played in multi-player as well. This reviewer was only able to
play a couple of multi-player games but with the included
lobby software, the chance of finding opponents is quite easy.
Gameplay against other humans is a blast, too, thanks to the
large room left to the player for incorporating many different
styles of play in one map.
Overall, with numerous
gameplay options and highly innovative gameplay, you can't go
wrong if you like your strategy on the brainy side. If you're
the kind of king who likes subtlety and subversion, then this
game is for you. | |
Graphics: |
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A huge improvement over the
original. | |
Sound: |
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Music is great but overall effects are rather
sparse. | |
Enjoyment: |
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Probably one of the most enjoyable strategy games of the
year. | |
Replay Value: |
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Multi-player options, customizable missions and dynamic
campaigns ensure a long life on any general's hard
drive. | |
Documentation: |
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The online manual is rather well
written. | |
Comments?
Send feedback to mailto:editor@allgame.com?subject=Seven
Kingdoms II: The Fryhtan Wars - Review (H
20671). |
Copyright ©2001 AEC One
Stop Group, Inc. |
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