• Hey Guest. Check out your NeoGAF Wrapped 2025 results here!

What are some good PC RTS games?

bigmit3737 said:
Can you recommend more fantasy rts beside Warcraft and Warhammer, please?
Lord of the Rings: Battle for Middle Earth and it's sequel were good games from what I remember. I mostly just played the first one but, as long as you don't buy the 360 version I'm sure the 2nd one is good - it got pretty high marks IIRC.
 
KOHAN: AHRIMAN'S GIFT

The greatest real-time strategy game of all time.

buykagnub1.jpg


lolgaf.jpg


kohan0032.jpg


KOHAN II: KINGS OF WAR

Not as stellar as Kohan: Ahriman's Gift, but still the best RTS of 2004.

k2epix.jpg


kohan20053copy.jpg


kohan20112.png


Obvious Choices
Rise of Nations: Thrones and Patriots
Rise of Legends
StarCraft: Brood War
WarCraft III: The Frozen Throne

arstal said:
Kohan: Ahriman's Gift, though it's a dead game that really should go on Impulse to get revived.

Lies. KAG lives!
 
DieH@rd said:
Myth II: Soulblighter

Its from the Bungie, before they sold their souls to M$.
More tactical than even DOW2, but yes, this is the shit. Fantastic game.
 
gah this thread really makes me want to finish building my computer. i've been out of the rts loop for way too long. i tried ra3 on the xbox and it just wasn't the same.
 
Dedication Through Light said:
Supreme Commander AND World in Conflict were really that good?
WiC I don't know, but SupCom yeah (if you like the style, if you're an heroic fantasy guy it isn't going to please you).

The second one is in preparation, but it's also going to run on the 360 so it's going to suck.
 
What do you want it for? Campaign, skirmish vs AI,
1 vs 1, team vs team?

Campaign:

Warcraft 3 has one of the better campaigns.
installing_warcraft3_07.png


Why its good: Unfortunately most RTS don't do single player campaign well. Its either missions are way too long, story sucks or is non-existent, lame mechanics. War3 has a very nice mix between dungeon crawling that actually works in an RTS (thanks to the hero RPG system), fun small-group combat, a bit of base building, etc.

An awesome side bonus is that War3 comes with a map editor that is responsible for some amazing custom maps. The most famous, DotA, is more popular than most games on the PC. There are hundreds others. This is probably the most compelling reason to get this game.

downside: skirmishing becomes a bit repetitive, as does playing 1v1s online. Heroes encourage stale combat. It can be OK in arranged team games.

Skirmish vs AI:

Dawn of War 1 with all the expansions, there should be a gold edition somewhere.

4d53fedfd6af35524cfd18dd841d0dca.jpg.jpg


Why its good: You can download mods for the Dawn of War AI, but even at default the AI can be pretty good. There are 9 (!) races to choose from. The races are quite varied and very fun to use, lots of futuristic special abilities and nice resource system that has you cap points. The game revolves around infantry squads with various special powers and a variety of vehicles, feels like the tabletop game.

downside: multiplayer is badly balanced and the single player is very boring, missions are way too long.

Multiplayer 1 vs 1: There is no substitute for Starcraft. The closest I'd say is Company of Heroes. The problem there is that CoH vanilla was awesome but the expansions made it worse, particularly the newest one, and you can't play online without it really since no one plays the old versions anymore. Give it a try I guess.

Multiplayer team: Supreme Commander

supreme_commander_360_25.jpg


Why its good: The scale of the game is huge. Team battles are really fun and involve hundreds of units clashing, making for epic battles. You have a huge variety of units (tanks, bots, artillery, radar jammers, amphibious units, cruisers, airships, tactical missiles, huge 'experimental' units, etc. etc.) and you can zoom in and out of the map at will.

downside: the game requires a dual or quad core and serious RAM and graphics power. campaign is bad and AI is awful. 1 on 1 battles are too focused on spamming low-tech units.
 
Kabouter said:
World in Conflict is really really good.

Okay, World in Conflict vs World In Conflict: The Complete Package. Is the only difference between the two, the additional new multiplayer maps, thats from what I gather from reading reviews on Amazon...
 
Masklinn said:
The lack of Supreme Commander in your reply (and the rest of the thread, only 4 mentions?) is disturbing.

AoE III is a turd of epic proportions and comes nowhere close to AoE II. AoM is, in fact, much less horrible than AoE III.

Wrong. Did you spend 5 minutes with it? AoM was broken from launch and had one of the worst expansion packs in RTS history. I'm not talking about setting or 'asumness', I'm talking about underlying game mechanics, balance, amount of viable strategies, etc. I was ranked ~200th in each game, and AoM is magnitudes worse than AoE III. I agree neither come close to AoE II.
 
I really like the late 90s/early 00s generation the best. Age of Empires I, II and III. Rise of Nations and Rise of Legends. Age of Mythology. Empire Earth I and II.

Company of Heroes is probably my favorite as of now.

High marks to the Command and Conquer series, which is as good now as its ever been, IMO.

Really don't care much for the Total War series. World in Conflict was also a letdown.
 
Dedication Through Light said:
Supreme Commander AND World in Conflict were really that good?

I might have to note these for purchase later, if so.

No they weren't. WiC was good. SC was garbage(although SC2 looks good).
 
World in Conflict is one of the few "pick up and play" RTS games out there. I highly recommended it, even to people who are not normally a fan of the genre.
 
huge lack of C&C here


I strongly recommend-

207858p.jpg



while it doesn't break any new ground in the RTS genre, its deep and has a huge community around it(unlike a lot of older stuff posted here, its really easy to find a game online with players of all levels)
 
I think Company of Heroes and Dawn of War II are the cream of the crop right now -- wonderfully deep gameplay. CoH has really been a revolutionary RTS that has stood the test of time absurdly well.

Among older RTS I love Starcraft and Age of Empires II -- they're two of the best balanced games ever made. I used to be a master of Age of Empires II at the time when the The Conquerors expansion came out. I also like Railroad Tycoon 3 among business strategy games (amazing supply/demand model in that one).

There's also Empire: Total War, which is an amazing single player game if you download some good mods to help fix the quirky (poor) AI.

I'm really looking forward to Anno 1404 for city-building.
 
men of war goddamn. game of the year.

does away with fantastical mechanics like giving health bars to vehicles, replacing it with real world penetration values and component damage.

just one of a hundred innovations the engine brings to the genre.

empire: total war is still work in progress, but there really isn't anything else like it.
 
Supreme Commander is boring AVOIDE. When the game slows down like crazy for no reason I remember why I don't like it that much.

I'm going to check out Anno 1404 to see if it's my kind of game.
 
Lime said:
Supreme Commander was a major letdown for me, it seemed so meh. Total Annihilation is a much better game, even though it's 10 years older.


This makes me want to put a 6 player game together with you and few others and change your mind.
 
Teknopathetic said:
Was 2004 really that pisspoor for RTSs?
Kohan II may not be on the same level as KAG, but it's a good game in its own right and was vastly superior to the other 2004 RTS titles. I think the amount of hate it gets is completely ridiculous. The majority of criticism from KAG vets and outsiders alike is pretty unintelligible, most citing problems that simply don't exist, or making it obvious that they had never actually played K2 online before.

Honestly, what's so bad about the game?

GameSpy said:
Kohan II: Kings of War is part traditional strategy game and part wargame -- and is also one of the best games of 2004.
Gamespot said:
And while some of the changes streamline a slickly designed RTS model even further, they don't detract from this great game's own winning formula.
IGN said:
Any RTS gamer who's tired of the same old crap will definitely enjoy the unique take on the genre. There's certainly been more innovation among RTS titles over the last few years but Kohan 2 still stands out as one of the best.
 
JonAmikar said:
Kohan II may not be on the same level as KAG, but it's a good game in its own right and was vastly superior to the other 2004 RTS titles. I think the amount of hate it gets is completely ridiculous. The majority of criticism from KAG vets and outsiders alike is pretty unintelligible, most citing problems that simply don't exist, or making it obvious that they had never actually played K2 online before.

Honestly, what's so bad about the game?
Settlement spots.

The prosecution rests.
 
Age of Empires III was a good game, but it lost a lot of the charm that I and II had. I think it had something to do with the transition from rich, 2d sprite art to blurry, low-poly 3d.
 
XiaNaphryz said:
The Combat Mission games would like a word with you.

Eh, I played the very first Combat Mission game waaaaaaaaay back when. It was very rough around the edges, and that's putting it nicely.
 
Hitokage said:
Settlement spots.

The prosecution rests.
No, not really.

What about settlement spots? You can't adapt to a new gameplay mechanic? Too random or luck oriented?

If you play without mountains or water, the distribution and location of the spots is not random and are located at approximately 90 degree angles from each other with equal distances. You can guess exactly where a settlement spot is going to be. With the correct settings, searching for one will have no bearing on your ability to compete. In a standard 4v4 match you will generally have 3-4 cities, which is more than enough to build an economy and troop. You don't have to spend the first twenty minutes of the game settling like in KAG.
 
JonAmikar said:
No, not really.

What about settlement spots? You can't adapt to a new gameplay mechanic? Too random or luck oriented?

If you play without mountains or water, the distribution and location of the spots is not random and are located at approximately 90 degree angles from each other with equal distances. You can guess exactly where a settlement spot is going to be. With the correct settings, searching for one will have no bearing on your ability to compete. In a standard 4v4 match you will generally have 3-4 cities, which is more than enough to build an economy and troop. You don't have to spend the first twenty minutes of the game settling like in KAG.
I suppose you've never overcome a deficiency in troop deployment through territorial advantage.

*sigh*

Look, you're probably unaware of just how engrossed many prominent gaffers were with Kohan, and I'm not entirely interested in reviving old arguments, so I'll just link to KAG/KOW discussion on another forum because I don't think NeoGAF's current database has much of it. Note that Doug Erickson is Drinky Crow on this forum.

http://www.quartertothree.com/game-talk/showthread.php?p=291601#post291601
http://www.quartertothree.com/game-talk/showthread.php?t=13711
http://www.quartertothree.com/game-talk/showthread.php?t=13541
 
Warlords Battlecry II is great fun, the use and growth of your hero in this game is excellent. It does have low-res graphics, similar to Starcraft.
 
Hitokage said:
I suppose you've never overcome a deficiency in troop deployment through territorial advantage.

Sure I have.

Hitokage said:
*sigh*

Look, you're probably unaware of just how engrossed many prominent gaffers were with Kohan, and I'm not entirely interested in reviving old arguments, so I'll just link to KAG/KOW discussion on another forum because I don't think NeoGAF's current database has much of it. Note that Doug Erickson is Drinky Crow on this forum.

http://www.quartertothree.com/game-talk/showthread.php?p=291601#post291601
http://www.quartertothree.com/game-talk/showthread.php?t=13711
http://www.quartertothree.com/game-talk/showthread.php?t=13541

I'm aware that many GAF users were entrenched in Kohan. The first link alone has plenty of ludicrous statements.

However, I will address these discussions later.
 
Hitokage said:
I suppose you've never overcome a deficiency in troop deployment through territorial advantage.

*sigh*

Look, you're probably unaware of just how engrossed many prominent gaffers were with Kohan, and I'm not entirely interested in reviving old arguments, so I'll just link to KAG/KOW discussion on another forum because I don't think NeoGAF's current database has much of it. Note that Doug Erickson is Drinky Crow on this forum.

http://www.quartertothree.com/game-talk/showthread.php?p=291601#post291601
http://www.quartertothree.com/game-talk/showthread.php?t=13711
http://www.quartertothree.com/game-talk/showthread.php?t=13541

*click*

Hah, didn't remember writing such a long post about it. Yeah, Tom Chick told me to "put up or shut up," that must've set me off.

EviLore from 2004 said:
Calling bullshit, eh? I’m not some random troll, if that’s what you’re insinuating. Oh, I'll most definitely put up. As to why I didn't do so in the first place:

Well, for one I didn't want to get into specifics because I was somewhat drunk while I wrote that post, I've ranted about KoW's inadequacies for hours already, and I was mildly concerned about any potential NDA still in effect (I haven't kept up on the beta since about a week after it began). But, I suppose I can throw those out and just get right to it. Bear in mind that all my points are based upon my experiences with the first 1-3 builds of the pre-release beta, and I have not played the completed product (and I haven’t played KoW in months, so I may be mistaken in a few of these even when discounting the beta builds that I played not being as close to final as some later ones might be).

With that out of the way, here’s some background:

I've played roughly 500 multiplayer matches of Kohan: Ahriman's Gift, as have a few other top GAF players. There are quite a few more, having participated in at least 50 matches, who tried out the beta along with us. We were in unanimous agreement on Kings of War. Like I said, that's not conclusive evidence by any means, as our perspectives could very well be skewed by our over-familiarity with KAG and any biases that are the resulting baggage. At the very least, though, I think this qualifies me as an expert on the strategic elements (and otherwise) of KAG, and if you'd like I could get a few QT3 members to corroborate this claim.

To assert my point I'll list what I feel makes Kohan: Ahriman's Gift such a strategically deep game, and how I've perceived these elements to be gimped or removed in the transition to Kings of War.


1) Settling

(KAG)Settling, especially in matches where the map size is under 320x, remains one of the core strategic elements of KAG. How frequently to settle, where to settle (in relation to your enemies, your teammates, terrain, and mines), and what components to include in which settled areas (important when determining how far commissioned troops will have to move before finding an enemy to engage, as well as where to place key components such that they are less susceptible to enemy attack). All of this matters.


(KoW)In Kings of War, settling is limited to predetermined spots, in itself almost entirely removing the previous strategic element. In addition, settling spots are often surrounded by lairs, so just sending settlers to settle a settling spot isn't the wisest course of action. Instead, you find yourself commissioning troops from your initial settlement -- hey, nothing intrinsically wrong with that -- and killing those lairs, capturing a nearby independent settlement, etc. Of course, all of this is predetermined at the point of map generation; there isn't going to be much variety in your expansion execution in comparison.

2) Economy

(KAG) There are quite a few ways to play each faction in KAG, depending on the faction chosen, the starting gold/heroes/lairs/independents, the role being played in a team, and also the troops you would like to field over the course of the match. Through settling and careful expansion/acquisition of territory, the player can tailor these factors to his advantage and set up an appropriate economy to field his troops effectively or even funnel money to a teammate. Each faction has distinct bonuses/differences in its economic layout, providing the players with the necessary encouragement to mix things up quite well on the battlefield. Nationalists will find themselves settling frequently to take advantage of their bonus component slot, perhaps trading a royalist or ceyah settlement with a teammate in order to break free a bit from the commissioned company limit that remains poor at only 1 per level of settlement. Royalists might rely on their potent workshop component to provide a large mass of resources in order to field many troops (but may run into money problems), etc.

(KoW) In KoW the number of settlements one generally possesses is far less than was typical in KAG. Instead, more component slots are available per settlement, and upgrading early is encouraged. Each faction/race combo gets a fairly equivalent (or balanced, if you wish) economic system, with Fallen being the exception. With the number of components increased and the number of settlements decreased, generally you don’t need to make any difficult decisions about what components to include; just throw most of them in. This is especially true when taking into account that the resources given (and in KAG’s case, sometimes taken) do not come with the bonuses and detriments that KAG’s do. There is nothing like an Astrology Hall to allow your ZoS to ignore terrain penalties, etc. I also did not see much opportunity for team-based economic coordination, as money flowed quickly and the player mostly seemed limited by how many settlements controlled (reducing the importance of team unity). Again, “balancing” to the point where the aesthetic flavor of each faction/race outshines any minor strategic differences.

3) Troop Variety

(KAG)In Kohan: Ahriman's Gift, there is a large selection of troop frontlines and support choices available with each faction. These selections allow a massive variety of combinations, each with strengths and weaknesses depending on factors such as terrain they're going to be fighting in, the types of resources you have available, and of course what the units are going to be fighting against. Each faction receives the basic front/support choices as well as several unique choices, each set providing vastly different bonuses (nationalists working heavily with morale modifiers, council with healing/protection, ceyah with attack/speed debuffs, etc.) There are no restrictions in combining frontlines with support within your faction; for example, you can pair engineers with mages if you choose, to have a unit that can build outposts, repair settlements, and also fight handily if necessarily.

In addition to normal selections, Elites are available (unless disabled in the multiplayer setup room), with each faction receiving an elite frontline selection and multiple elite support units (that can all be mixed freely). These units cost quite a bit of gold and resource upkeep, but can potentially turn the tide of battle (or simply escalate it into a higher tier of conflict when in large-scale 320x-style 4v4 multiplayer).

(KoW)In Kings of War, support choices are reduced significantly for each faction, instead seemingly replaced by a large selection of tech units. These tech units, similarly to KAG can be acquired through exploring the map and capturing lairs, but in some cases I found myself having more tech support units than actual factional support units (which seems odd to me; I should be able to focus on the strengths of the faction/race combination I chose instead of relying solely on the oftentimes very powerful tech units while throwing away my normal selections entirely).

If memory serves, some faction/race combinations in KoW will only net you 3-4 magic support choices (note that this may have changed by now). In KAG, looking at the Ceyah faction, they have 8 magic support choices (not counting potential tech acquisitions as with KoW). To make matters worse, there are restrictions placed on where support can be added, with the above example using the engineers no longer possible. Reducing the number of possibilities with these combinations limits the strategic impact of choosing different combos for each given situation.

4) Combat

(KAG)Combat in Kohan: Ahriman’s Gift is both a strategic affair and a tactical one. Minor bonuses can determine the victor in a fight between equally strong opponents. For example, if you pit infantry with ranger support (not the most popular combination, of course) versus infantry with mage support, they’ll be fairly equally matches in the open field (if both units are at Recruit level, the mage company should win). However, if they fight in a forest/jungle a defense value bonus will be provided to both units, reducing the damage done by the rangers significantly, but the same will not apply to the mages.

In other examples, when fighting against a Ceyah enemy with supported troops, careful thought must be put into where and when to engage his/her main force, as the Ceyah player will be able to slow the movement rate of your troops (and/or freeze them, and provide bloodlust modifiers to his own troops to be able to do more damage if your guys break). If you find yourself losing by a small margin, your entire force may be wiped out as they find themselves unable to run away. Another case along these lines would be to use mounted troops in reserve or thrown into the enemy’s flank to prevent a successful retreat.

(KoW) Kings of War does quite a few things differently, to its detriment. KoW uses a simplified stat system for its units compared to KAG, reducing the ratio between attack value and defensive value significantly. This, in combination with quick troop buildup times, minimizes the effectiveness of healing units, instead focusing directly on damage dealt (frontlines die quickly, leaving healers with nothing to heal but damage dealers with enemies to deal damage to). Furthermore, units generally move very quickly, negating the potential benefit of pathfinding support (don’t recall if rangers still provided that in KoW, though), as well as making retreats simple and effective in almost every scenario. Troops barely even need to worry about being wiped out as long as an occasional glance is thrown at the units in question. Even fast, mounted units cannot catch up to a retreating heavy unit.



That should be a decent start, no? Now, how about that beta Q&A I mentioned? I’ll pull some segments from the IRC transcript I have on file. Note that these are not in order (but are otherwise unmodified), and I’ll present the questions and answers directly for ease of navigation, with some commentary of my own thrown in.

--
<Wellington> ? Going off of Stalker's question...At last year's E3, it was mentioned and shown that TimeGate Studios had gone through measures to make the interface less cluttered and obtrusive (half transparencies, etc.) than in KAG and allow for more of a focus to be on the battlefield. Come the beta, and it's clear that KoW's interface is much more cluttered than KAG's. Will that be remedied or will it likely stay the way it is now?

<[TG]Dedboy> 4 Wellington - We don't see exactly how people are claiming the interface to be MORE cluttered than KAG. It is larger, yes, and the buttons are bigger and more pronounced. But the interface shows a much more streamlined set of information.
--
Commentary: From what I saw the interface required tooltip-type of pop-ups to be displayed in order to see many statistics, and in GAF’s opinion it was not nearly as ergonomically sound as in KAG’s. Note that I don’t even think the interface in KAG is particularly exceptional; still, as a frequent RTS player and as a Kohan player I found the interface to be poor and would rate it as such in a review unless it’s been streamlined since.


--
<FM_Surrigon> Elaboration for PacketLoser: Despite the added races, individual company composition is "dumbed down." Instead of choosing between wizards or mages or storm lords I have only 1-2 choices. Flanks do not seem to offer anything other than extra bodies as they don't provide modifiers

<[TG]Dedboy> 4 FM_Surrigon - The combinations have not been dumbed down in any real sense, the same number of combinations exist. You still have a full front line compliment to choose from and bewteen 3 and 5 support units (depending on race and faction). Plus you have the flank which can be any front line unit (barring siege). The combinations have increased.
--
Commentary: Quite simply, the developer’s assertion is not true. As explained earlier, the number of magic support has been cut in half, the number of regular troop selections has either stayed the same or has been reduced, and the flank selection does not counteract this, especially when taking into account restrictions on equipping siege/engineer/etc. units with the support you want.


--
<[TG]PacketLoser> Hitokage -- All of the important strategic decisions - when to econ vs. milit, where to attack, whether to raid or slow press, forward posting, etc. are still in the game. What strategy elements do you find missing?

<EviLore> Packetloser: choosing effective unit combos, strategic settling, committing to engagements to some degree rather than being able to back out without any negative effects.

<[TG]PacketLoser> EvilLore -- Support choice is important. Also we are aiming to have each of our support units fill more of a role - overall company composition will still be important. Regarding not being able to extract, are you referring to the lack of necros, etc?

Commentary: Sacrificing variety and overall level of customization, etc. etc. (as outlined earlier), at the benefit of giving the player less choices (less chance to screw up, I suppose?)

<[TG]PacketLoser> Hitokage -- Terrain is still very important. The major difference you're noticing is that now there are not vanilla companies that have DV near the AV of most enemy companies

Commentary: The terrain modifiers are removed/gimped, meaning that the “major difference” that he’s speaking of is actually the significant strategic loss that we’re concerned about.

<EviLore> Packetloser: well, it's mostly that there isn't much damage taken from the time you hit the retreat button to the time you're out of the battle. Whereas in KAG a battle between supported ground troops will force you to choose your battles, since you may lose quite a bit of health in any attempts to retreat/rout after engagement

<[TG]PacketLoser> Evillore -- I've lost several companies to massed mages in KoW. How do you see this aspect as much different from KIS/KAG?

Commentary: This is of course an exception (one that doesn’t actually work very well if you’re paying any attention to your companies) rather than the overall rule.

<Veerus> its harder to flank in KOW.. and flanking units dont really seem to stick around your support to help it

Commentary: Flanking is an important element, of course, to many successful tactics. With its importance lessened, once again strategic depth takes another plunge.

Basically, from what I’ve seen a large portion of the strategic depth has been sacrificed in order to dumb the game down for the masses. Whether this is still true in newer builds of the game remains to be seen, which is why I originally commented that I’d be trying out the demo and seeing what’s improved.

Oh, and one last thing. If you want a much better explanation on what kind of strategy Kohan IS/AG incorporate, take a look at Doug Erickson’s review of K:IS over at Gaming-Age. You can find it here:

http://www.gaming-age.com/cgi-bin/reviews/review.pl?sys=pc&game=kohan


Btw, while this is damn well long enough to be a review, it’s definitely not. I’m just making a direct comparison between KAG and KoW, not letting KoW stand on its own. Looking at it from a perspective of not having ever played a Kohan game before, I think KoW is probably decent enough. Unfortunately, I can’t see it that way, from my experience with it. Again, my opinion may change upon playing the final game.

That still about sums it up. The final game didn't turn out to be any different from what I described with my beta impressions.
 
Company of Heroes is great.

Men of War is excellent (despite the voice acting, and it has a steeper learning curve).
 
FieryBalrog said:
Campaign: Warcraft 3 has one of the better campaigns.
installing_warcraft3_07.png

Why its good: Unfortunately most RTS don't do single player campaign well. Its either missions are way too long, story sucks or is non-existent, lame mechanics. War3 has a very nice mix between dungeon crawling that actually works in an RTS (thanks to the hero RPG system), fun small-group combat, a bit of base building, etc.
Hehe. Ridiculous. The Warcraft 3 campaign is exactly the same as Warcraft 2/Starcraft. Oh yeah that hero rpg system :lol
 
Grimm Fandango said:
If you are looking for massive, epic battles, get Supreme Commander this instant.
Like Total Annihilation, Sup Com feels way ahead of its time, but this time not always for the better. It is a very demanding game, both from the player and the hardware. They really need some mechanics to help reduce the cliff-like learning curve as well as some modes that don't require a huge time investment or a supercomputer. It looks like they are addressing those issues in the sequel.
 
AndersTheSwede said:
Fuck yes, particularly the first one. Beautiful game, mind blowing gameplay, amazing story. Few games have such a combination.

I'm still hoping for a third installment, albeit with lowered expectations. I still consider the Homeworld games to be some of the best, if not the best RTS of all time.
 
Hitokage said:
Look, you're probably unaware of just how engrossed many prominent gaffers were with Kohan, and I'm not entirely interested in reviving old arguments, so I'll just link to KAG/KOW discussion on another forum because I don't think NeoGAF's current database has much of it. Note that Doug Erickson is Drinky Crow on this forum.

http://www.quartertothree.com/game-talk/showthread.php?p=291601#post291601
http://www.quartertothree.com/game-talk/showthread.php?t=13711
http://www.quartertothree.com/game-talk/showthread.php?t=13541
First of all, let me say that I respect all of the Kohan vets in this thread simply for investing in such a great series. Honestly, this topic deserves its own epic thread.

I got Kohan: Immortal Sovereigns in the mail the week it came out. I’ve have played KAG for hundreds of hours, and according to Papa I am the 181st best Kohan player of all time. For several years I also hosted a wiki for the community. I have an investment in the game as well its fanbase, from which I’m told GAF remained separate.

I agree with much of your criticism for Kohan II. I also participated in the beta test, and while the forums and developer chats were generally pretty negative, the people playing online loved the game. There are some good points made in the first two threads Hitokage posted, but I’m not exactly sure what I’m supposed to get from the third, if anything. The second link is basically just a whine about the interface. The first, particularly EvilLore’s testimony, is worthy of discussion.

Yes, settlement slots are still weird, the economy was dumbed down, units healed too fast, and the interface was a disaster. The biggest disappointment for me was, like you said, the lack of support units. How hard would it have been for Timegate to throw in 2-3 more support units? But, if you remember, KIS had a pretty limited roster of support choices as well, not to mention the fact that the three human races shared the majority of their units. Regardless, I’m not sure it’s entirely fair to compare a standalone expansion to a base game. If Kings of War had sold better, we might have seen some great additions in an expansion pack.

You could argue that the game has less depth, but its metagame has evolved considerably since release. There is plenty of teamwork, pushing on multiple fronts, delaying the enemy, clever raiding with siege units – things you’d expect in a Kohan title. I see new unit combinations almost every game, or a different take on trooping, like for instance using the new upgrades to build more powerful/durable raiding companies. You can choose to play the game as strategically as you wish. The troop variety is not as impressive as in KAG, however there’s enough that the game remains interesting. There are indeed some strategic elements missing from Kohan II, but the most important aspect of the Kohan experience is still intact – ridiculously epic battles.

Unfortunately, nothing in those threads definitively explains what makes Kohan II a lesser strategy game. Much of the criticism is just nebulous discussion about gameplay mechanics that can be interpreted as both good or bad, depending on the player. It also doesn’t help that many of the supposed flaws of the game were dispelled quite effectively in Sharpe’s reply a page later.

Kohan II had its problems, but it was more of a strategy game than Dawn of War and Rome will ever be.

http://www.rockpapershotgun.com/2007/10/24/retrospective-kohan-ii-kings-of-war/
 
Top Bottom