![]() ![]() ![]() Sometimes being an executive in a game development company really helps to make your dreams come true. I don't have specific details yet, but I have a personal dream to push King's Bounty to the next level. I am in love with it it definitely has a future. When asked about the future of the series, Baryshnikov is excited and optimistic: "I have played thousands of hours of the King's Bounty series. King's Bounty: Dark Side came out in 2014. "I have a great nostalgia for games like Dungeon Keeper and I always wanted to tell the story of the 'bad guys' that are not just mindless Chaotic Evil characters but have their own dark charisma." "My favorite is King's Bounty: Dark Side," says Baryshnikov, who worked on it directly. They published three sequels and an expansion pack, with the last two sequels developed internally when developer Katauri moved on to developing MMO Royal Quest. King's Bounty: The Legend proved to be a big hit for 1C Company, and was one of the most successful games ever produced in Russia. Game of Thrones has nothing on the world of King's Bounty. Either way we can have kids together, though in King's Bounty: The Legend children were rarely worth their paltry stat boosts compared to loot, and starting a family paled compared to playing the wandering womanizer. Then there's the unforgettable side quest where a man admits to zombifying his wife, leaving me with the option to purchase said wife, and then the further option to leave her a zombie or cure her. I could also rescue the frog princesses from the Earl and make one my wife, and there was the potential for her to transform back into a frog if our love ended. That pirate princess I mentioned earlier was one of the more normal brides-to-be. Romance and marriage isn't exactly a novel concept in RPGs, but these marriages matched the game's goofy, sometimes darkly humorous tone. The most memorable feature of King's Bounty: The Legend was the ability get married. "The Rage mechanics were a great addition to the warrior’s battle skills and army power." "Normally in RPGs warrior classes are greatly limited in magic-wielding abilities," says Baryshnikov. The hero has access to three skill trees corresponding to each of the three classes, and a unique foursome of demonic elementals called Spirits of Rage that can be summoned with a variety of spells and skills. But where in those games I would hire half a dozen or more heroes to run around the map, King's Bounty keeps the action focused on a single hero who grows in power over a lengthy adventure. The Black Dragon comment is a reference to the uber unit of the Heroes of Might and Magic series. "It constantly pushed you to use a different army set and experiment with new troops and abilities, as opposed to just using Black Dragons all the time." "I loved the randomness of the game," says Baryshnikov. Take too many losses after a string of battles and the mage's tower may run out of archmages completely, forcing me to switch up my strategy and adapt to a different army composition. Then there's the unforgettable side quest where a man admits to zombifying his wife, leaving me with the option to purchase said wife The starting castle offers peasants and swordsmen, while a pirate den has, well, pirates. Instead of managing cities and building creature-producing dwellings, my chosen hero, either a warrior, paladin, or mage, has to carefully manage gold and purchase forces from various locations discovered on the world map. That campaign easily stretches over 50 hours, with dozens of side quests and a gigantic world map sectioned off into a nice variety of locations, such as an undead-infested swamp with an earl who keeps trying to turn frogs into princesses, and an archipelago where I wooed the pirate heroine by defeating the kraken. It's less turn-based strategy, more RPG with turn-based combat. King's Bounty: The Legend separates itself from its siblings with a focus on a single, giant campaign with character progression and skills. Almost every unit in the game has access to several different active abilities as well as passive traits and stats, so learning every unit's strengths and capabilities becomes richly strategic and rewarding. The turn-based, hex-grid combat in King's Bounty: The Legend remains largely the same as the Heroes of Might and Magic series, though with a greater emphasis on individual tactics. "This immediately motivated me to get the IP rights." ![]() "After looking at the initial game design, we realized that it was somewhat similar to the old King's Bounty," says Baryshnikov. Katauri Interactive had grown tired of making space games and wanted to flex their fantasy muscles. ![]()
0 Comments
Leave a Reply. |