![]() I think that’s what KMMO players expect, and coming with a flat buy-to-play system, it certainly seems like plenty of content for the price. Unsurprisingly, the game requires a major investment. More than a dozen hours in, I’m basically still completing tutorial missions, learning about different troop strategies and systems, and unlocking my basic skills. It is, without a doubt, and insane grind, though. There’s gear that will also drop from questing and mission that can be equipped, slotted, and embued so, overall, there are plenty of avenues for progression and building your army. Your character also has basic abilities that will unlock throughout the first 20 or so levels and skills you can spend points on to upgrade further. Each type of troop requires a different type of material, and you’ll need to upgrade each of that troop’s abilities individually as well as it’s tier, which in turn unlocks new abilities to upgrade. You’ll earn fractions of materials from missions that you’ll spend on individual upgrades for your troops. ![]() If you’ve played any Korean games, you’ll recognize many of the progression systems. Even talking in global chat costs a small pittance of Cubics. You’ll earn the (formerly premium) currency called Cubics through normal play and you’ll need to spend them on just about anything you want to do. Though the microtransactions have been stripped out, the systems they commanded are still very much left in place. See also 5 Remastered Games That You Should Play (& 5 You Can Skip) While I can imagine those battles are probably pretty epic and require a lot of smart positioning and timing of troop abilities, that path to that end game is many dozens of hours away and, at least for me, totally unreachable due to game-breaking bugs that won’t go away on even on reset. It’s incredibly simple and none of them so far really lend themselves to tactical RTS strategy, but I only managed to unlock three of the eight potential troop slots and didn’t get to experience the end game raids with big groups of players. You can matchmake with up to three other players, meaning even in the early game, there’s potential for masses of units duking it out on the battlefield. The missions, at least to the point I was able to progress to (about 15 hours in), play out on linear maps that have you moving your character and troops ever forward, clearing mobs in your path until you reach a boss. ![]() The core of the game outside of questing is a series of missions that give you control over troops that can be commanded from a top-down RTS perspective. You’ve got traditional KMMO style and mechanics including open world questing, flashy combat, unique classes, and cool combos to master. On paper, Kingdom Under Fire 2 has a remarkably winning formula. We were certainly hopeful that we’d finally get to experience the kind of large scale battles and MMO progression the game offered, and while there are moments of really impressive battles here, the game suffers from so many bugs, poor optimization, and lazy localization that actually getting to the good stuff is often impossible. It now has a flat, buy-to-play model, completely devoid of all predatory in-app purchases. With the help of publisher Gameforge, Kingdom Under Fire 2 has been localized and redesigned for a western market. In that time, the game has gone through a lot, including several regional soft launches that saw the game running in an early access-type system drowned in microtransactions. It’s been ten years since Kingdom Under Fire 2 was first announced, the Korean MMO/ RTS hybrid from Blueside. You Are Reading : Kingdom Under Fire 2 Review Still Not Ready While there are moments of really impressive battles here, the game suffers from so many bugs and poor optimization that it’s hard to actually play.
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