![]() Players have a few different amounts to choose from, so a lower-priority task might only cost 100 gold, but it will probably take a bit longer for a hero to become interested in actually getting around to the task meanwhile, a quest with a higher reward might actually interest multiple heroes and will certainly be finished faster. These quests can range from exploring unknown areas to slaying the dragon that happens to be terrorizing the city, and they all require a reward to be set. Instead, these characters meander around the game map and do their own thing until the player establishes a quest that needs to be accomplished. While erecting buildings in the towns players manage seemed to be pretty normal for most RTS titles (selecting a building type and setting where it's meant to be constructed), players have no direct control over the various character units that work for them. Majesty 2 is one of the more interesting strategy games I've seen in a long while, mainly because of the gameplay choices: it refuses players the option of direct interaction. ![]() I had the opportunity to sit down with 1C CEO Alexey Koyrevand and level designer Elena Koyzreva for a demonstration of the game, and what I saw shows much promise for a game set in a heavily populated genre. Enter Majesty 2, 1C Company's sequel to Cyberlore's Majesty: The Fantasy Kingdom Sim from nearly a decade ago. As a result, it's getting harder and harder for developers to create a product that manages to stand out from the crowd, especially when they're working on a franchise that doesn't have the name recognition of Warcraft or Warhammer 40,000. When it comes to RTS games, gamers have a wide range of options. ![]()
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