Majesty 2: The Fantasy Kingdom Sim Review

Majesty 2: The Fantasy Kingdom Sim
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The first Majesty was a niche game that combined some city-management along with some real-time-strategy elements. It wasn't a first-line title by a long shot, but it was a lot of light fun. Majesty II starts with the same basic premise and ideas and gives the game a much needed graphical update.
Yet, despite what should be a great premise, flaws in the game become legion. In nearly every single way except graphics, the game falls far short of the original. The scenarios, beyond the first few, become glorified defenses against 'zerg rushes'. The AI of your heroes, the key to any game, is abysmal. Each mission becomes a quest of 'beat the right spawn points, in the right order, or lose', a guessing game on how the designers put the mission together. The blatantly bad AI is 'made up for' with increasingly insane levels of difficulty for the monsters you must fight. Strategy becomes virtually non-existant.
To make matters worse, unlike the first game, there is no random map generator. There's the campaign, and a few 'set' encounter maps, and nothing else. There is also no tool for creating new maps to play on, so even that functionality is gone. It's a game that, if you can slog through it, lasts about three to four days of play time. After that, there's no point in playing.
If this had been a budget title, $19.99 or so, or sold in the discount racks in a jewel case (which is, coincidentally, how you can currently find the first game's Gold version), some of these flaws might be forgiven. Unfortunately, at a $40 price point, it's supposed to be a top-line title, and it certainly isn't. Anyone interested in this type of game should save themselves the bother and find the far superior original game. Failing that, read a book instead.


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