King Arthur: Knight Story Review

King Arthur is dead, and you, Mordred, killed him and died. Now Arthur has cursed the afterlife. To bring peace to Avalon, you must do your best: kill Arthur – rather a variety of sneaky villains whose souls are twisted. For those who were fans of King Arthur: A Role-Playing Wargame, a former turn-based dark fantasy of Neocore Games, the ideas behind King Arthur: Knight’s Tale are highly welcomed. Don’t expect a retelling of classic romance like Mallory or cinematic depictions, but your favorite Arsagne characters appear in some twisted life form, and they are a few powerful Expect to participate in the battle between knights and hordes of enemies rich combat system. It’s one of many games about what it is-a vast adventure that is probably too repetitive for its own benefit.

About 120GB is installed. This is a huge, unoptimized game that is fascinating, despite its rough edges, or perhaps because of it. It’s packed with everything I expect from the setting: just rescue the maiden, kill the dragon, fight the giants-everything is here, everything with a dark twist, strategy Spreads throughout the RPG. You are in line with the power that exists in Avalon: old gods, Christianity, justice, and tyranny. You’ll see favorites like Tristan and Isolde, but Tristan has become a rotten zombie. Percival is here, but the quest for the Holy Grail can never be achieved now. Gawain is about to genocide a fairy.

What Knight’s Tale is right, and exactly absolutely right, is the illusion of being an armored knight. Your character is most often a tank and is used correctly, so it’s like a plow that tears through the ditch of an enemy crowd, one turn at a time. It’s very satisfying and Knight’s Tale’s rules are built on that experience. The basic mechanics of combat are good strategic RPGs in that you need to pay attention to factors such as face-to-face, spacing, and unit type.

The character has three health bars. Armor reduces the damage that comes in directly, but it can be reduced by an attack that reduces the armor. Hit points are what you think – and they replenish from mission to mission to the maximum. Vitality is longer-term and is a health reserve to back up hit points that can only be recovered by resting at Camelot Hospice. In addition, loss of vitality can lead to continued injuries such as fractures and illness. But don’t be afraid. Armor protects everything except the most reckless knights from permanent harm, as long as you are careful around the enemy that can destroy it.

Your knights are almost always numerous to supplement their ability to absorb punishment.


Your knights are almost always numerous to supplement their ability to absorb all of that punishment. Early game battles are often bets, but by the middle of the game you rarely see encounters with four knights who don’t fight more than twelve enemies. Heck, some throw dozens of enemies at you … some can summon more bad guys to the field. Your knight is limited by a fairly restricted action point system, so you can only do a lot in one turn, so more action through advanced equipment, skills, and special weapons. Acquiring points is clutch play.

The high numbers also mean that the direction the character is facing is an important part of the battle in the knight’s story. This may not seem like the case at first, but pointing the character in front of the enemy is very important as it allows shield users to block attacks and avoids brutal backstubs for everyone. is. It’s amazing that there are no visual indicators when standing on the side. Therefore, you should always re-orient all characters before ending the turn. Otherwise, there is a risk of consequences.

Double-check the orientation of all characters or risk the results before ending the turn.


Unfortunately, combat encounters do not always fulfill the promises of interesting rules, as there are many highlights, but too many to lower the average. The terrain is often calm, lacking in diversity, or simply non-existent. Frequently oppose the same four unit types in 7-8 battles in the same mission. Perhaps the bosses will be thrown in different mixes. Some battles simply frustrate your wasted time: 12 same enemies at a time, or worse, 2 or 3 easily defeated that take longer to start and end than actually fighting A short interlude of the enemy.

During these long quests, you will return to Camelot. There you can build upgrades of buildings, make lord decisions such as resolving disputes between lords, and buy new equipment. There’s nothing too deep, nothing to traverse a large research tree, but it’s a small metagame that’s great enough during an adventure.

King Arthur: Official Screenshot of The Knight’s Story

And don’t make mistakes. Adventure is at the heart of the knight’s story. You have a round table of 12 knights and there are several alternatives to the wings, but since you have 30 characters to collect, you always kick the character you don’t like on the curb. To level up the members of the Bench Party, you can train off-screen, but in particularly difficult situations, there are enough missions to run two or three separate knight teams at the same time. I sank for 65 hours to complete King Arthur: Knight’s Tale, but after a while I dropped a side quest and started rushing into the endgame with enough repetitive battles.

I sank for 65 hours and completed King Arthur: Knight’s Tale.


The experience of sending a team in a spectacular quest is essential to the sense of Arsagne, and I like that part, but the individual quests in the knight’s story are … too long. You roam the map, constantly ambushed and amazed by enemies, picking up chests filled with small trinkets, and a little bit of what I generally call a very non-knightly busy job. I will do it with a reward. There’s a reason you don’t have to run around looting after a mission in XCOM or Fire Emblem. It’s not that much fun.

If the story was great, the quest might be more calm, but they haven’t gained that generosity. Some of them add a fun and entertaining twist to your Arsagne All-Star story, but most are tired fantasy metaphors or obvious journeys from start to finish. Writing a one-note dark fantasy will help you in the best possible condition. Often it is dull and full of grammatical mistakes.

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The whole story, however, is cool. It’s fun to fight in this strange life when no one is sure what the new rules are. Dive into pre-Christian Britannic practices, including Wales and Irish gods and spirits, as well as Arsagne legends and Christian myths, and the story goes deeper than you might expect. It also blends nicely into the optional post-campaign game, defeating the evil Arthur and then fighting the invasion of giants and other mythical beasts. But this story was already too long to benefit itself.

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