Time to Beat: 4 Hours
Kingdom: Classic is another
simple simulation game, developed by Noio
and Licorice,
and the first published game by Raw
Fury. Released in 2015,
the developers originally named the game Kingdom,
but added the subtitle after producing two sequels, Kingdom:
New Lands and Kingdom:
Two Crowns.
In Kingdom:
Classic the player controls the ruler of a newly founded petty
Kingdom. A 2D side-scroller, the King rides his dauntless steed back
and forth, assessing his realm, collecting coins, and dispensing them
to improve his realm. Day changes to night, which ushers forth an
ever increasing horde of monsters in assault against the Kingdom,
relenting only in death or daybreak. The only method to secure the
realm a permanent peace is by destroying four portal, two in the
east, and two in the west.
Like Mini
Metro, the core mechanics of Kingdom: Classic are so
simple the developers chose to include few instructions: only the
most opening, obvious actions are described for the player. The King
collects coins, and spends them on a variety of tasks, such as
buildings, tools for workers, hiring vagabonds to join the kingdom,
and ordering workers to clear forests.
On the first
day, the King exits the wood and spies an impoverished hovel which he
improves with a few coins. Craftsmen shape hammers and bows which
the King can purchase for any available peasant. Beyond the
boundaries of the camp, the King can mark trees so workers will cut
down, which costs one coin, but returns two. Bowmen idle away the
daylight hours inexpertly hunting rabbits and deer for coins, which
they pay as a mark of their fealty. When the King is absent, these
men collect the coins they produce and offer them up as the king
passes by. Stored in the King's pouch, Kingdom: Classic
offers no method for the player to assess the numerical amount of
cash they carry, though this rarely matters as the transfer of gold
is constant, influx and egress.
This is the
first economy, and will produce enough coin to resist early assaults.
As the moon rises, there is a chance monsters attack from the east
and the west. Early invasions can be resisted by a few archers and a
basic, wooden wall. To improve the economy, the player must search
the forests for vagrants to reform for a coin, clear forests, hire
more archers, and ultimately improve the central keep.
Improving the
keep unlocks technological advances, such as improved walls, towers,
catapults, and scythes. When workers clear an the woods around a
river, the King can order the construction of a farm, which scythe
wielding yeomen work to yield an expansive and reliable source of
income. With even one farm, an army can be raised, though another
farm or two won't hurt.
As
days become weeks, the player will need towers to aid his defense
against monstrous abominations. Each day brings new surprises, and
each dawn, noon, dusk, and night are delightfully unique,
distinguished by a unique soundtrack and distinctive weather. Not a
single day repeats itself, except the dreaded Red Moon nights. When
the Red Moon rises pray that the Kingdom's defenses are sufficient
for the most brutal assault.
When the Kingdom
has reached the peak of its strength, the King must lead a party to
attack one of the portal. But first the Keep must be at its full
development, unlocking the ability to hire a knight. The player can
direct a knight to attack portal, aided by archers and catapults.
While the King needn't participate, it's recommended he ride with the
party. A successful assault brings the player one quarter closer to
victory.
What are some of
the key strategies to consider? Constantly ride the line, from the
Western Wall to the Eastern Fortification and back. Expand slowly,
to prevent over-extension, and never order the building of anything
beyond the walls near or during the night. Workers will venture out
and never return, or even worse: If the player orders the building of
a wall at night, archers will accompany the worker, and they will all
be slain defending him. The result: monsters will destroy the
undefended walls. In a desperate emergency, the player can use the
King to tank for his archers. A single hit to a bowman will reduce
them to their prior state of vagabondhood and they'll flee to the
woods (more difficult monsters will eat them instead), but the King
can't be killed as long as he has a single coin in his pouch. When a
monster touches the king it causes him to drop coins like Sonic the
Hedgehog does when he crashes into one of Robotnik's robots. But if
the player can mange to recover a coin or two, he can shield his
archers as they shoot the monsters.
Another crucial
tactic involves the clearing of forests and the conversion of
vagrants into peasants. The only mechanic to acquire peasants is to
search the woods for vagrant camps. Purchasing a bow, a hammer, a
scythe, or even knight's armor, does not create a person, and if
there is no peasant available to claim the object it will sit unused
by the craftsman. To ensure a steady supply of new peasants, the
player must ensure that at least one, nearby camp is maintained at
all times. But vagrant camps disperse if the player cuts the last
tree which separates the Kingdom and the camp, so its mandatory one
tree unfelled until the King is certain of the existence of another
camp.
While Kingdom:
Classic allows the player to
experience an enjoyable simple simulation, sometimes its simplicity
leads it to embrace a major flaw: a lack of control. The
player only controls whether the King pays for something, whether
it's a tool, a building, or person. What follows are the most
egregious examples of a lack of control. Archers always move to the
most distant wall. As mentioned earlier, they will even move to
where a wall is being built, before it is finished. The player can
not order the archers to retreat, ever. They will stand an die,
defending a partially constructed or totally destroyed wall, rather
than run.
When a tower is
built, an archer will fill it. Archers will never leave towers, and
can't be order to abandon them, even when this particular tower is
now the forth from the front, so only build and upgrade towers when
it is essential. Neither can the player order archers from the West
Wall to go to the East, or vise versa. Peasants are assigned by
Kingdom: Classic to one wall or the other when they claim
their weapon, and the player can do nothing to alter this random
determination (I assume it assigns archers to which wall has fewer,
or it alternates), even if one side is entirely wiped out. And
finally, the player can not cancel a building request. If the player
accidentally orders the construction of a wall at night, and the
worker and the archers venture out and are slaughtered (and the wall
is never built), any newly armed archers and builders will march
right out the wall in progress, and further feed the horde.
Combine this final feature, with the inability of archers to retreat
and a single mistake, made at dusk, can lead to the death of an
entire army, and possibly the game.
This lack of
control may be intentional or a glaring error, and at its worst can
require restarting a game which was nearly won.
In
conclusion, Kingdom:
Classic is a simple 2D
side-scrolling sim of dispensing coins to raise a realm in a
wonderfully unique and aesthetically appealing setting. Its
nighttime rides across an expanded Kingdom awash in the light of the
moon almost soothing, and the day time Kingdom seems to bustle with
energy as every occupant goes about their business in spite of their
impending danger. For any intrigued by this review, there still more
to experience, with other mysteries left lurking in the woods to make
anyone's adventure enjoyable.
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