King's Bounty: Dark Side

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Time has come to join the dark side. Take a trip to the other side of Teana, to the part of the world that has yet remained unseen to the royal bounty hunters.
For the first time in King’s Bounty history by choosing character players not only assign class, they also chose the race of the hero. Orcs are warriors, the Demoness is a paladin and Vampire is a mage.

Great Orcs lost the decisive battle of Tristrem. Ruthless Elves plunder orcs’ villages, desecrate shrines and butcher green babies. The famous Orc warrior Orc-Baghyr flees with a small group of elite warriors and seeks refuge.
Armies of Human knights invaded Atrixus. After the death of her father the young Demoness Neoleene is now in charge. Together with a small unit of devoted imps she fights her way through the ruthless warriors.
Castle of the ancient Morton clan is about to be besieged by the Vampire hunters. Young Daert leaves home to seek allies among other great races that are on the verge of extinction.

Fates of the three heroes are sealed. In the depths of the sacral Black Cave, where many centuries ago races of light imprisoned the Ancient Evil, they exchange vows and antique artifacts. They gather the remains of their armies and begin the great war for survival. Only together they can stand against the advancing forces of Humans and Elves!


  • New companion system (different companions for each character)
  • New battle companion
  • New units, artifacts and rage abilities
  • Over 100 new quests and 15 new locations
More information.
 
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I. King's Bounty: Dark Side


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II. Defining Features


The three core categories Character Development, Exploration and Story that need to be applied and quantified to determine if an interactive computerized game can be labeled as a Computer Role Playing Game (hereafter referred to as CRPG) are listed to show the necessary component elements and qualifying factors.

Any proposed or purported CRPG must contain all three core categories and their essential necessary Must Have conditions fulfilled to achieve the (minimal) CRPG status.

These core categories must maintain some form of progressive nature that will improve from when the game starts and leads to a conclusive game ending.

1. Character Development
Describes ways to create, change or enhance your characters in order to increase their effectiveness in the game.
  • MC1: You can control and role-play one or more unique characters (➙ avatar or party, not only uniform units.) Yes -- One Avatar
  • MC2: You can progressively develop your characters' stats or abilities (➙ e.g. through an in game value (usually exp. points) gained by quests, exploration, conversation, combat, ...) Yes
  • MC3: Checks against character stats and/or character abilities/skills are necessary to make progress and finish the game. Yes
  • MC4: You can equip and enhance your characters with items you acquire. Yes
2. Exploration
Includes how you can move through the game world, as well as everything you can find, see, manipulate or interact with, like locations, items and other objects.
  • ME1: Your character(s) can interact with the gameworld and find new locations by exploring. Yes
  • ME2: Your character(s) can find items that can be collected in an inventory (➙ there have to be more item types than quest items, weapons, ammunition and consumable stat boosters.) Yes
  • ME3: Your character(s) can find information sources (➙ e.g. NPCs, entities, objects that provide info.) Yes
3. Story
Concerns all narrative elements like setting, lore, plot, characters, dialogue, quests, descriptions, storyline(s) and similar, including how you can interact with them.
  • MS1: Your character(s) can get information from information sources (➙ e.g. hints, goals, quests, skills, spells, training, ...) Yes
  • MS2: Your character(s) can follow quests (➙ there is at least one main quest.) Yes
  • MS3: Your character(s) can progress through connected events and play their role. Yes
Each core category and the auxiliary category Combat also have related Should Have conditions; the reviewer should make a comment if a sub list item is not fulfilled. Should one or more (SH) not be fulfilled the game is most likely a special CRPG (see Tags) or a CRPG light.

If all (SH) are fulfilled too there's no further discussion necessary -- the game is a true CRPG.

1. Character Development
Describes ways to create, change or enhance your characters in order to increase their effectiveness in the game.
  • SC1: You can create your characters. No -- You can choose from 3 pre-created characters
  • SC2: The player needs pre-planning for the development of the character(s). Yes
  • SC3: The primary means of problem solving, gameworld interaction and overcoming challenges is the tactical use of character/party skills/abilities (➙ the player's physical coordination skills are secondary.) Yes -- The use of tactical combat skills is essential to progress in the game
2. Exploration
Includes how you can move through the game world, as well as everything you can find, see, manipulate or interact with, like locations, items and other objects.
  • SE1: There are NPCs in the game. Yes
  • SE2: You can choose a path (➙ there is at least some branching.) Yes -- You can explore freely - you need to fight for maps to advance further
  • SE3: Your character(s) can manipulate and change the game world appropriate to the game's setting (➙ e.g. pull levers, push buttons, open chests, hack computers ...) Yes
  • SE4: The gameworld can affect your character(s) conditions or circumstances in a way that you have to learn and adapt to overcome these challenges (➙ e.g. weather, traps, closed doors, poisoned areas, ...) Yes -- Only a few closeds areas, traps only on the battle-screen
  • SE5: There are initially inaccessible areas in the gameworld that can only be reached by enhancing your characters' abilities, solving quests or puzzles (➙ e.g. unlock locked areas, overcome obstacles, repair bridges, dispel barriers, ...) Yes -- There are a few closed areas that can be opened by solving quests
3. Story
Concerns all narrative elements like setting, lore, plot, characters, dialogue, quests, descriptions, storyline(s) and similar, including how you can interact with them.
  • SS1: The story is influenced by your decisions and your characters' actions and stats/abilities/skills. Yes
  • SS2: Your character(s) can interact with information sources (➙ e.g. NPC conversation, riddle statue question, ...) Yes
  • SS3: Your character(s) can make choices in those interactions Yes
  • SS4: At least some of these choices have consequences. Yes
  • SS5: Advancing in the story requires thinking on part of the player (➙ e.g. irreversible choices, moral dilemma, riddles, ...) Yes
4. Combat (Meta)
Describes how combat (or more general: conflict resolving) corresponds to elements of Character Development, Exploration and Story.
  • SF1: Combat efficiency is in some way tied to character stats or abilities (➙ e.g. amount of damage, chance to hit, weapon access, ...) Yes
  • SF2: Combat works with some random elements (➙ game internal dice rolls.) Yes
  • SF3: Combat should provide some challenge (➙ e.g. preparing, use of tactics or environment possible.) Yes
King's Bounty: Dark Side belongs to a CRPG Subgenre. See tags below.


III. Tags


Tags are computer game tags that qualify the CRPG label even further.

Classification:
Subgenre: Tactical, Strategy
Setting: Alternate World
Design: Steampunk
Theme: Fables/Fairy Tale
Combat Style: Turn-based
Reward System: Experience
Multiplayer: Single-player
Point of View: Isometric
Color Palette: Whimsical
Control: Full Control
Voice Acting: Text Only
Character Backstory: Selectable
Playtime: Over 60 hours
Funding model: Publisher



IV. Elements


Optional elements are listed in the Nice to Have (NtH) list. With it you get precise information which optional CRPG elements are implemented in the game. A general game info questionnaire is added too, to do some rating.

Choice
  • You can name your characters. Yes
  • You can choose a gender. No
  • You can choose looks or voice. Yes -- 3 pre-created characters
  • You can choose or create through play your own class, profession or race. No
  • You can choose traits, alignment or disposition. No
  • You can choose abilities. Yes
  • You can choose spells. Yes
  • You can modify primary stats. Yes
  • Lots of different equipment is available. Yes
  • Lots of different spells or abilities are available. Yes
  • Abilities can unlock or block others or branch. No
  • Character classes or development paths can be changed during the game. No
  • You can have pets as party members. Yes -- ähh - slaves :)
Interdependence
  • (Story) Character stats can change NPC disposition towards the PC. No
  • (Story) Stats, abilities or spells can affect available dialogue options. No
  • (Story) Unique items are in the game or can be made. Yes
  • (Exploration) Stats, abilities or spells can affect available paths through the game world. No
  • (Exploration) Stats, abilities or spells can affect the amount of things you can see, find or know in the world. Yes
Interactivity
  • You can create combos with spells or abilities. No
  • Your character's stats can be modified by using spells or abilities. Yes
  • Your character's afflictions can be cured by using spells or abilities. Yes
  • You can rest or sleep. No
  • Stats can limit in some way what you can equip or carry. No
  • You can control party members or pets like your main character. No
Immersion
  • You need to specialize (➙ can't have everything.) Yes
  • You can create or choose a background story for your character. Yes -- out of 3
  • You can tweak your character lots of times over the whole game. Yes
  • You can wear normal clothes, not only armor. No
  • Factions provide prizes for your deeds (➙ e.g. houses, medals, ranks, ...) No
  • Magic is in the game in some form. Yes
  • Your characters can be afflicted with negative status effects (➙ e.g. diseases, fatigue, etc.) No -- Only during combat
  • Your characters can eat or drink. Yes
Choice
  • You can follow different paths to reach a goal. Yes
  • You can reasonably go where you want. Yes
  • You can return to previously visited locations. Yes
  • There are few artificial borders, rare level loading. Yes
Interdependence
  • (Character) Char development choices can affect available paths through the game world.
  • (Character) Char development choices can affect the amount of things you can see, find or know in the world.
  • (Story) You can find and recruit new party members or tame pets. Yes -- You can hire uniform units
  • (Story) Exploring off the beaten path yields rewards, e.g. optional quests, secrets or interesting locations. Yes
  • (Story) You can visit and make use of social locations (=> e.g. taverns, inns, marketplaces). Yes
Interactivity
  • You can collect items (➙ there is an inventory.) Yes
  • You can trade items for currency and better equipment. Yes
  • You can interact with items. Yes
  • You can break or destroy items. No
  • You can repair items. No
  • You can move items. No
  • You can combine or disaggregate items. Yes -- You can enhance some items by "fighting their gremlins"
  • You can gather pieces of flora or fauna for later use. Yes
  • You can craft equipment, spells or items (➙ e.g. alchemy.) No
  • Inventory size is limited. No
Immersion
  • There is a place you can call home. No
  • You can explore lots of unique, beautiful and interesting locations. Yes
  • Locations can evolve or change (➙ e.g. town / destroyed town.) Yes
  • There are non-hostile creatures (➙ e.g. wildlife.) Yes
  • Types of creatures make sense in the area they are encountered in. Yes
  • Creatures are wandering persistently (➙ no random encounters.) Yes
  • Looting makes sense (➙ no shield on a dead wolf.) Yes
  • Time is measured (➙ e.g. there is a day/night cycle.) No
  • Time affects the game world (➙ e.g. some things are only available at night.) No
Choice
  • You can reasonably do what you want when you want to do it (➙ quest order doesn't matter much.) Yes
  • Some quests depend on each other. Yes
  • Some quests rule others out. No
  • Quests can be solved in more than one way. No
  • You can join factions, though not all at the same time. No
  • You can make moral choices (or romance choices.) Yes
Interdependence
  • (Character) Character stats can change NPC disposition towards the PC. No
  • (Character) Char development choices can affect available dialogue options.
  • (Character) Unique items are in the game or can be made.
  • (Exploration) You can find and recruit new party members or tame pets.
  • (Exploration) Exploring off the beaten path yields rewards, e.g. optional quests, secrets or interesting locations.
  • (Exploration) You can visit and make use of social locations (=> e.g. taverns, inns, marketplaces).
Interactivity
  • Dialogue is fleshed out (➙ there are multiple options in one conversation.) No
  • There is more than one game ending. No
  • You can have conversations with party members or take care of pets. Yes
  • There are many side quests. Yes
  • State of the game changes in accordance with the player's actions. Yes
  • You can solve or create conflicts between factions. Yes
Immersion
  • Lore is provided (➙ context, faction rules, laws, history, ...) Yes
  • There are different factions (➙ races, groups, guilds.) Yes
  • NPCs or party members are well developed (➙ expansive background stories, etc.) No
  • NPCs or party members interact with each other. No
  • NPCs have schedules. No
  • There are surprises and twists. Yes
  • The storyline is character-driven (➙ character development within the narrative.) No
  • There is a proper ending or sense of closure. Yes
  • There are memorable antagonists. Yes
  • Your main character is defined. Yes
Character Development
  • Combat can be avoided due to stats (➙ e.g. enemies flee) No
  • You can control at least six characters. No -- you command troops
  • Your characters are specialized (➙ different battlefield roles.) Yes
  • Enemies are specialized (➙ require different tactics.) Yes
  • Resource management is necessary. Yes
  • Units have multiple attack options. Yes
  • Delayed attacks are possible (➙ e.g. counterattacks, attacks of opportunity, etc.) Yes
  • Movement-focused special abilities are available. Yes
  • Units have multiple resistance options (➙ e.g. armor, elemental resistance, etc.) Yes
Exploration
  • Combat can be avoided through sneaking or gameworld manipulation. No
  • You can get a good sense of space (➙ e.g. there is a grid.) Yes -- in combat
  • Combat can start at variable distances. No
  • Directional facing plays a role (➙ e.g. more damage from behind, flanking.) No
  • Terrain is variable (➙ e.g. natural choke points, cover, combat bonuses.) No
  • Terrain can be manipulated (➙ e.g. you can create barriers.) No
  • There are elevation effects (➙ e.g. combat bonuses from higher grounds.) No
  • There can be zones or items on the battlefield that reward units who get there in time. Yes
  • There can be Zones of Danger on the battlefield (➙ e.g. environmental damage.) Yes
Story
  • Combat can be avoided through dialogue. No
  • Combat can have different win scenarios (➙ e.g. keep NPC alive, defend town.) No
  • Combat can have side objectives aside from "win/loss". No
  • Characters don't die immediately but can be revived during combat. No
  • Decisions on the battlefield have character development consequences. No
  • There are memorable bosses. Yes

V. Fun Features


1. Character Development
Describes ways to create, change or enhance your characters in order to increase their effectiveness in the game.
  • FC1: Are there useless skills? No
  • FC2: How would you rate character progression? Balanced
  • FC3: Is there auto-leveling of some sort? No
2. Exploration
Includes how you can move through the game world, as well as everything you can find, see, manipulate or interact with, like locations, items and other objects.
  • FE1: Is Auto-Mapping available? Yes
  • FE2: Is Fast Travelling available? Yes
  • FE3: Are there quest markers? Yes -- But only in the party's sight not on the map
  • FE4: Is there a quest compass? No
  • FE5: How much realism is there? Little
  • FE6: How much looting is in the game? Little
3. Story
Concerns all narrative elements like setting, lore, plot, characters, dialogue, quests, descriptions, storyline(s) and similar, including how you can interact with them.
  • FS1: Does the story follow clichéd paths? No -- you play a bad guy/gal
  • FS2: How linear is the game? Non-linear
  • FS3: How would you rate the suspense? Ok
  • FS4: Are there pre-selected options? (➙ Choice is reduced.) Yes
4. Combat (Meta)
Describes how combat (or more general: conflict resolving) corresponds to elements of Character Development, Exploration and Story.
  • FF1: How much fighting is in the game? Much
  • FF2: Grinding: Is filler combat necessary to develop your character? Yes -- Combat is most of the fun
5. Interface

  • FX1: How often is gameplay interrupted with loading? Rarely
  • FX2: How would you rate the game's interface? Intuitive
6. Difficulty

  • FD1: How difficult is the game? Normal
  • FD2: Can difficulty be adjusted? Yes
  • FD3: How balanced is trading? Not-so-good -- you get too much gold
  • FD4: How much reloading is necessary to beat the game? Little
  • FD5: How good is the AI? Good
  • FD6: How much handholding is there? Little
7. Gameplay Features

  • FG1: Are there Easter Eggs? Yes
  • FG2: Are there minigames? No
 
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