Combat is where Kingdom Under Fire II shines brightest.
At its core, the sequel feels a lot like Dynasty Warriors. It combines the thrilling hack-and-slash action of Devil May Cry's frenetic havoc-induced slicing with the massive enjoyment of city-spanning battles. It's tremendously satisfying to watch an entire group of enemies fly away as you unleash devastating combo attacks.
There's a sense of true power as your hero character slices and dices through hordes of enemies in the all-out war battle modes, making combat addicting, chaotic, and, most importantly, plain enjoyable.
Apart from the seamless switch from RTS, the combo system is probably the most innovative thing about Kingdom Under Fire II. It's really the best part of combat, bringing the dashing strategy of Devil May Cry while also borrowing from the precise timing in fighting games like Tekken.
Combos are a mix of two things: Sequencing and timing.
The sequencing is right out of an MMORPG like Final Fantasy XIV, where specific attacks are best used before or after other moves. Timing is right out of Devil May Cry or Tekken: Gamers have to press the right command at the right time, or the combo is ruined. It makes combat feel alive, electric, and engaging, and once you pull off the combo, it's always satisfying.
The basic combo structure is familiar and brings to mind BioWare's formula. Kingdom Under Fire II has a basic system that looks something like this:
Main attack -> Secondary Attack -> Finishing Move
There are tons of skills you can string together in combos, and depending which moves you add in determines their effects.
For example, the Gunslinger has several combos he can pull off. Forward Slash into Spinning Slash can deliver a brutal Multislash attack that just chews through groups of enemies. Every skill has a cooldown timer, so you have to be careful to hit the timings just right or you're stuck to other attacks.
The timing adds a thrill to combat. You always want to pull off that sweet combo and unleash absolute carnage on the battlefield. It never gets old.
The MMORPG elements weren't really that apparent right off the bat, but they're still there. Players can team up with each other and go questing, join guilds, and trade items. Kingdom Under Fire II covers a lot of the bases in this regard and will let players ally together to take on huge hulking monster bosses in raids and other activities.
Last updated: Nov 12, 2019 at 06:11 am CST