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TITLE || |
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Force
Of Habit |
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WRITER || |
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BAD |
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DATED || |
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03.12.2009 |
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When people
see Kingdom Under Fire - Circle of Doom, they tend to look
back to the previous entries in the series to compare. But
the game has been changed considerably enough from its predecessors
that the only things they really share are the gothic flair
and popular name. Its predecessors brought a unique, strategic
breed of hacking and slashing to the table, with respective
tweaks to make them each distinguished. Kingdom Under Fire
- Circle of Doom, however, is a different animal entirely.
A different approach was taken, and though it is widely considered
to be an "action-RPG," it reminds me more of a side-scrolling
fighter in the league of Capcom's 2-D Dungeons & Dragons
and Alien
VS Predator games. Read on to find out why...
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For those
of you who don't remember (or have never even seen) them,
they added a spell and item stock to the distinct jump, attack,
combo-driven side-scrolling fighter formula. The games were
unique, and probably even ahead of their time. They are regarded
by fans to be of Capcom's greatest works (even in good company
like Alien VS Predator and Armored Warriors). Capcom has upped
resurrection of the classics recently (Bionic Commando, Commando,
etc.), but no re-makes of their side-scrolling fighters have
been announced...
Despite
their success, though, Capcom never made a follow-up to them.
We have waited a long time for a successor, and it's finally
here. Sort of. Is it made by Capcom? No. Made by anyone from
Capcom who worked on the original CPSII D&D games? Probably
not. But I believe the game turned out how Capcom would have
made it. Even if only by pure coincidence, I believe that
the game is, quite possibly, one of the best spiritual successors
ever. If the development staff aren't fans of Capcom's D&D
CPSII game, I'd be surprised; KUFCOD is a complete throwback
to those 2-D D&D games that we loved so much back then
(and still even today). Although it's not made by Capcom,
KUFCOD resembles their 2-D side-scrolling masterpieces in
more ways than one.
This game
has been reported as an action game (an action RPG at that),
but I think it's more like a side-scrolling fighter than anything.
Essentially like a 3-D, HD revision of Capcom's Dungeon's
& Dragons titles on the CPSII hardware (from back in the
day)! Even in its early beta stages, the characters looked
like 3-D renditions of the ones Capcom had in their 2-D D&D
games! From Celine (the elf chick) and Kendell (the cleric
dude), to Mutant Curian (the main character) and Regneir (the
fighter), the similarities to the main characters in those
2-D Capcom D&D games are striking. The most striking of
which is Celine, who bears and uncanny resemblance to the
Elf in Capcom's 2-D D&D games.
But it doesn't
stop there; there's also a lot of overlapping with enemies.
Both games share expendable skeleton warriors, little goblins,
annoying scorpions, and reptilian warriors. The Lizardmen
in KUFCOD look like the Troglodytes from those D&D games,
and even weild the same weapon (a spear). Loose similarities
would be the sculptors in KUFCOD, whose height (or lack thereof)
and weakness resemble the D&D Kobolds. There are also
Golems in both D&DTOD and KUFCOD, and the Blacksand Warriors
in the latter loosely resemble the Ogres in the former. A
closer look reveals various enemies that resemble the Ghouls
and Gnolls, too. The screen-filling, monstrous bosses will
remind you of the ones you fought in those old D&D games
(if you played them as much as we did).
If you haven't already noticed from the screenshots, the 3-D
graphics are great, and are comparable to the splendor of
Capcom's 2-D classics. Cool-looking hit sparks, blood spatter,
and a plethora of other fireworks (from spells) accompany
the game's moody environments (all of which are every bit
as beautiful as art director Se-In
Lee herself). The lush wilderness of The Forest of Embracing
sets an entirely different mood than the cold silence of the
Valley of Solitude. Likewise, the immaculate marble floors
in the Hall of Arrogance are relaxingly passive compared to
the profound gore of the Road of Chaos; for crying out loud,
it's the only destructible game environment I've ever seen
that bleeds when you hit it; sick! These backgrounds
must have taken a long, long time to make; is that why the
game too so long to come out?
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Speaking
of the stages, they are randomly-generated, so that means
critics can't just call the game "linear" (like
they do with most titles in the genre). For some, however,
the game has the same unfortunate flaw that that prevented
Capcom from achieving perfection with D&D - Shadow Over
Mystara. And that flaw would be completely frustrating maze
parts that interrupt the otherwise fun 3-D side-scrolling
fighting. They really try to compensate for it, though, by
giving you fun rapid-fire parts (in the vein of AVSP) where
you mow down hordes of smaller monsters with weapons like
crossbows and gatling guns. Those parts fit seamlessly into
the game to divide the progressive, combo-driven fighting
that it was built on.
Though enemy
numbers are far greater in number than those 2-D D&D games
(due to the advancement of technology), the close camera positioning
and moderate speed make it more of a side-scrolling fighter
than anything else it has been classified as (even if it lacks
the Jump button Capcom's 2-D D&D classics had).
Hit detection
and speed are similar to those old games, too, but the attack
system couldn't be more different. Attacking in this game
requires a certain timing, rhythm, and item knowledge; failing
to rythmically use White Potions can leave you short of actually
finishing combos! This completely unique system deflates the
whole "button-mashing" line of bullshit that is
typically used against the genre (as a whole). Multiple weapons
also make it like a side-scrolling fighter (even though it
wasn't much emphasis in the 2-D classics). Had Capcom paid
any attention to how many fans their 2-D D&D games had,
a next-gen sequel probably would have had an evolved attack
scheme like this.
Capcom made
their 2-D D&D games unique by adding spells to the trie-and-true
attack formula of the genre, and KUFCOD carries over familiar
spells like Petrify, Ice Storm, Lighting Bolt, Invisibility,
and Fireball (all of which are accompanied by equally cool
effects). Potions and keys, too, are used as frequently and
still essential. Spells and items are designated to specific
buttons as in KUFCOD, so they can be used on the fly; healing
and curing are done seamlessly during the heat of battle (and
with more ease than the classics)! This is another area the
developing team did a great job with.
Like Dead
Rising, though, an unnecessary first-person aiming view rears
its ugly head; in both games, they could have just invested
more time into polishing the calibration of auto-aim, instead.
Certain parts rely on its use, so this one "feature"
is what distracts most people from seeing KUFCOD for what
it really is (a side-scrolling fighter).
Some may
disagree, but as a long-time fan of the genre, I'd say the
combination of item trading and "synthesis," network
play, customization, and downloadable content all make it
a true evolution of the genre. Together with randomly-generated
stages, the combination makes for endless possibilities. The
customization is cool because equipped items can actually
be seen on your characters (even downloaded ones)! The network
play is also a blast, and will remind veteran game fans of
when American arcades had good games. You can even
trade items with other players!
Aside from
the aforementioned, obligatory first-person aiming view, KUFCOD
could have used just a little more audio polish. Not that
the soundtrack and/or sound effects are all bad, but there
are areas that could have used it. The soundtrack really fits
the mood of the game, but sound effects seem a bit off sometimes.
Funny, because I remember noticing something similar about
the 2-D D&D games back in the day. The spoken dialogue
isn't bad, though!
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And if my
convictions missed the mark completely (that is, none of the
development staff are fans of, or intended the game to be like
Capcom's D&D classics), then I would still give Blueside
great respect for unintentionally making it so similar to Capcom's
classics. We'll just say they're picking up the weight for what
Capcom has ignored for quite some time with the new generation;
the game may be flawed, but that doesn't mean it's any less
enjoyable than the classics. Moreover, Capcom's classic 2-D
D&D games weren't even perfect, for that matter! By yourself
or with friends over the network, KUFCOD is a very enjoyable
game. Whether they did it inadvertently, or intentionally, KUFCOD
is worthy of being a spiritual sequel to the 2-D D&D classics
from back in the "good 'ol daze." Most fans of the
2-D D&D side-scrolling fighters would love this game. |
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