Fantasy General Ii Invasion – Hero Edition Reviews
Fantasy General Ii: Invasion by developer Owned past Gravity and publisher Slitherine—Microsoft Xbox I review written by Nick with a re-create provided by the publisher.
Estimated reading time: seven minutes
It has been over 20 years since the original Fantasy General released, but the core formula withal holds upward incredibly well. Fantasy General II: Invasion has the wait and feel of a modern game but retains the cadre strategy and roleplaying principles of the original, creating a thoroughly enjoyable experience that was originally built for PC but works quite well on console.
The original Fantasy General was a PC strategy game that released in the mid-ninety'due south. At present, I did not originally play it dorsum and then – I was more of a console gamer at the time than PC one. Thankfully at that place's sites similar Practiced Old Games that accept immune me to grab upwardly on these missed classics over the last several years. I thoroughly enjoyed my time with Fantasy General when I finally did go effectually to playing it, and as such I was actually excited to hear that Slitherine was bringing united states a sequel – to consoles no less.
Fantasy General Ii came out last fall, and it was a natural fit on the PC. The gameplay is very detail-oriented, and while I was happy to hear information technology was coming to consoles, I admit that I had concerns about how the controls would translate to a controller. Absolutely, in that location are times it was a little clunky – the design feels congenital for the free movements of a mouse, but information technology certainly works well near of the time. This is mostly due to having a lot of units on the screen at any one time, and a lot of menus in the interface. These menus are necessary to the game's menstruum, merely jumping around box to box is a piddling bad-mannered with the controller, especially at commencement. Afterward a few hours with the game, I had congenital upwardly a bit of muscle retention around the buttons and shortcuts, and so that doing things like cycling through units and noticing which ones are ready to level up, and then jumping into the upgrade tree and selecting what path I want their growth to adhere to… but it took time to become comfortable with it.
While the title of the game is pretty generic, the characters and story are really interesting and memorable. There are two bones unit archetypes: troops and Heroes. This distinction is very important, as they function differently and impact mission objectives as well. Your clan is led by Falir 1-Middle, and you are his son and time to come leader of your people. He is your first and primary hero, a balanced warrior-type with good mobility and survivability, but other hero units – including his sis – are introduced and join the party forth the mode.
Troops and Heroes both proceeds experience and take a branching tree of enhancements available to them. Heroes are certainly the more important characters, and the ones meant to be more permanent. Mission objectives often have you lot hunting down enemies, or reaching certain points in the map – merely also indicate that all of your heroes must survive. That is non to say that your non-hero troops are destined to be redshirts from Star Trek, merely they are certainly more than expendable. I went into the game fully expecting that I would go on all of my units alive and grow them over fourth dimension, but reality hit me rather quickly and sacrifices sometimes have to be made in order to ensure victory.
The biggest reason for this is how wellness is handled. Heroes have a health bar – they either live or they eventually dice, just there is no in-between. The troops are built upwards of multiple people – so a unit of spear maidens may accept x people comprising it. If they are wounded, you demand to become them to rest or they may die off. As they dice off, they go less effective in combat, and there is too a improve chance that the unit of measurement as a whole may get wiped out. Once they die – they die, you lot lose your unit. Even if the unit of measurement survives the map, but loses several of its people, you will refill their ranks at the finish of the mission with fresh recruits. This may lower the unit's overall experience or levels, because they're now a mix of rookies and veterans. This makes it much harder to finer level these units upwards – but they can also be quite powerful in later on stages, making successful progression very rewarding.
The actual tactics here can be savage and unforgiving. Some units seem actually powerful at showtime glance, but there is a role for everyone if you utilise them right. You have ranged attacks, that are squishy at shut range, but if placed properly nigh melee units, they can provide additional cover fire defensively while offensively chipping abroad at opposing units safely. Passenger units have hit and run tactics, capable of moving along roads and fields very quickly – but poorly on rough terrain. Some melee units have loftier mobility over a diverseness of terrains and deal high damage but as well tin can be swiftly wiped out because they accept lower defence force. In one case you get a dozen or so of these units moving effectually a map, y'all tin can see how tactical Fantasy Full general Two tin can be.
There are additional layers baked into the game as well. Different terrain yields different bonuses and vulnerabilities, items come in two flavors (consumables or equipment) that can offer stat bonuses, additional skills or health refreshment, and different types of magical spells. Exploration is a central component of the gameplay as well. Often times you have specific objectives such equally reaching a zone on the opposite side of the map, and you can brand a beeline for those objectives and motility on. Nonetheless, at that place are often other areas of note on the map (ruins, caves, etc) that tin be plant that yield bonuses or sometimes grant you new artifacts that could be dangerous to try and acquire – but also help make units more powerful going forward if you are successful.
Most of the stages were not terribly difficult, just I have been plying strategy games for well-nigh 30 years now, and I thoroughly savor the tactics / RPG hybrid. That being said, some of these scenarios are will definitely provide a challenge. There are additional settings to make the game even more brutal if you are looking for a challenge. The computer is particularly good at using hitting / run / recover tactics that make their forces feel much larger than they are. I won't get and then far equally to say the higher levels of difficulty cheat – but there were definitely times where I swore and asked myself: how are they able to…
In terms over overall presentation, Fantasy Full general Two delivers a quality upgrade over the original. The musical score is moving, and the loading screens deliver a variety of tidbits – including one that says that this game's theme is a re-orchestration of the original. I did not recall the original theme, and so I fired upwardly my GoG re-create and certain enough, there it was. Nice nod to the original. Visually there is plenty of detail to be had. You can zoom out to see more than of the battleground (at least the visible parts, as the game does employ a Fog of War to obscure unexplored sections of the map), or you tin zoom in and meet the reasonably detailed units and environments. In that location are RPG elements beyond the unit of measurement progression also, as you get to make choices that can bear on story elements later down the line.
But put, Fantasy Full general II: Invasion is a deep, enjoyable strategy game that works surprisingly well on consoles. It offers a lengthy campaign that provides ample claiming and replay value through the unit development and choices that tin be made along the style. In that location is a bit of a learning bend to the mechanics and controls, but once you've learned how to play, Fantasy General II: Invasion is a must-play for strategy fans.
Score: 8.v / x
Source: https://chalgyr.com/2020/08/review-xb1-fantasygeneral2-invasion.html
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