
Kingdom Under Fire II merges real-time strategy (RTS), role-playing game (RPG) and massively multiplayer online game (MMO) genres - the game is to have a single player, and online multiplayer mode. The game follows on chronologically from Kingdom Under Fire: Circle of Doom, and is the first RTS game set in the Kingdom Under Fire universe to be released since the 2005 Kingdom Under Fire: Heroes. The game was announced in January 2008, and has been subject to delay and changes to release platforms; A closed beta-test began in December 2011 in South Korea. In November 2013, the developers announced that a version for the PlayStation 4 was in development.




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Сводные данные из открытых реестров Steam, Valve Steam Deck, ProtonDB, PCGamingWiki и IGDB.
| Язык | Интерфейс | Озвучка | Субтитры |
|---|---|---|---|
| Английский (English) | |||
| Немецкий (Deutsch) | |||
| Французский (Français) |
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info for the non Eu/US player out there, there is only 2 server available which is 1 in EU and 1 in US , so beware before u buy
The game: Dead. I only saw 1 other person in the main city in the game on the most populated server. That 'live' developer's broadcast you're watching? The video has been looping for the past 6 months. The real-time strategy? Non-existent. There is no strategy. It's a hack n slash MMO with RTS elements, not an RTS game with hack n slash elements. I thought the game would be more RTS focused but it turns out the RTS elements are behind instanced quests. The actual in-game world is MMO-like similar to Black Desert Online where mobs roam the world and you can fight them one-on-one. Is this a BAD game? Heck no. It's actually a great MMO in my opinion - a very niche and unique idea that, I guess, was marketed poorly. Should you play this game for the MMO aspect? No, there's nobody else in the game. The only people you do see don't even want to interact with you and are likely using the
After playing a long time and getting into/analyzing the game fully, I sadly can't recommend this game. The basic premise and the core gameplay mechanics are solid, but the gamed is marred by bad design choices throughout. + The RTS gameplay is where this game shines, your troop synergy is rewarded well and there are a multitude of choices in the skills that you choose to utilize, whether you want to charge cavalry into a backline, blast large areas with spells or carefully snipe from afar. + Lots of progression for each troop, plenty of skills, passives, stars, gear to upgrades. + Absolutely no pay to win, the only stuff you can buy for real money is cosmetics. + Runs smoothly even in large scale battles. - The grind is terrible. Koreans have this weird idea that the main gameplay should be about getting to some far off destination after grinding for hours weeks! A single purple named
TL:DR points - The MMO aspects are really REALLY bad - The RTS doesn't really come into its own till end game which is about 20 hours in and is mostly unimportant just throw troops at them with no tactics. - The first 6 hours of the game is all tutorial - The upgrade / reward system is complete trash. It's basically pay to win except you can't actually buy the stuff anymore. So its literally a massive grind of hoping stuff drops, then hoping you win the roll, then if you get it spending 2 hours a day for 7 days to afford 1 troop rank up. Note that is not an exaggeration i did the math for upgrading from 2 star to 3. If you need to grind for the upgrade from 1 to 2 star add another 3 days. - lots of bugs / crashes / horrible localization with some warnings coming up in korean - lots of server instability issues. - 90% of the missions can be soloed with your hero and no troop management is
Took me about 35 hours to get to level 30, which is currently (as of 27.11.2019) the current max level (despite getting the achievement/title "mid level"). After that, the end-game content starts. But what is this game? A mix of a jRPG, MMO, Dynasty Warriors and an RTS game in the style of Battle Forge (or Warhammer I guess?). None of the above is pure perfection. The fetch quests are ridiculous (several chains from characters standing right next to each other for example). Some would say that most content is leveling from 1 to 30, right? Well, some people call it the worst part of the game. Which is kinda flawed. The game was also ported from the Pay2Win mechanics into buy-in with just cosmetics model, but not everything is still balanced towards that goal. There are also certain bugs and the player base on release is not that amazing. I am sure the game is bound to go free to play
I was a huge fan of the original Kingdom Under Fire games on xbox, so when this game finally released, I was pretty excited to get my hands on it. There's a lot the game does right, and I do think there's potential for a lot of improvement. However, it's clear there's a lot of things that just don't work from a gameplay perspective, and it's overlong development time is a testament to this. The game looks nice, the classes all play distinctly, and there is a good variety of mission/raids that came with the game on release. I like that they returned to the old strategic RTS system as well. However, that's all I can say I really liked. The main problem with this game becomes obvious very soon upon logging in for the first time. This game advertises as a mix between an MMO and an RTS. However, it also includes many aspects of a mobile game (such as 'Star Wars: Galaxy of Heroes' or 'Disney
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