Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
You can get yourself stuck if you don't notice the bell and just launch the horse empty. Even if you notice and ring the bell, you can't tell what can go in and how many. "Did i wait enough? Should i start? I have no idea".
Then there's the fact that it ignores your huge armies of swordsmen and pikemen you probably accumulated. I get the idea is to infiltrate a small team inside but at least give me a choice of what units to take if you're so focused on giving me a small force.
Then there's the enemy composition. It was just boring basic dudes. The heart of all the evil and...they just have basic dudes. I know you can say the same thing for other game modes where you take the bomb inside the caves but they had time to think of something better.
The snake was soooo much better. It was a constant fight through the entire island. You can use all your tools unlocked up to that point. The last boss traps you inside, you can't change anything anymore, you can't wait for more people, can't try another mount (good luck going with the donkey inside).
Agreed. Jörmungandr is a much more interesting fight, as it uses all of your available tools - ships to attack the body, knights, pikemen and archers to attack the head, and it even has vulnerability mechanics. My only complaint is having to walk forward and wait for the snake head to re-emerge as a means of pushing it back. It just makes no sense for it to follow me like that.
But yeah - the final fight is terrible. The meteorites are the primary issue. They would near-instantly wipe any melee soldiers you bring, which drastically limits what the encounter can actually feature. We can't fight anything more complex than dirt-simple commons because we have no defensive lines. Anything larger would just wipe us.
In fact, the "final fight" isn't really a fight, because it features next to no fighting. The archers may as well not exist as they don't do much of anything due to the Trojan Horse design, and workers can't fight like in Norse Lands. It's just dodging meteorites like an old ZX Spectrum game - which is absolutely mind-boggling considering Kingdom is a far more sophisticated game than this.
Personally, I feel they should have used the "Dumpster" mechanic from 80s, giving us some kind of large movable shield wall to push through a gantlet of smaller and larger Greed. Give it enough health and the ability to be repaired, let the player drop coins to make it follow or stop and you have a pretty decent final fight. Anything is better than the glorified Pong we ended up with.
In fact, it even goes against what you may expect. I had to restart like 4-5 times because i kept trying to attack the last portal. As a veteran of the series, that's what made sense to me. In the base game, you go to the other end of the screen to plant the bomb, so that's what i kept trying to do here.
Also, nowhere in the rest of the game are you supposed to dodge things coming down from the sky on you. You are taught to use walls and units to protect yourself. None of that is present in the final fight.
That said, even with a slight delay in my first run when I tried to attack the portal myself, the fact that each built statue radiated bright swirling sparks towards the centre of the arena made it pretty clear that something important was happening there to look at. Since you don't seem to get back the builders and slingers you take into the horse afterwards, I didn't even technically lose any followers to the Greed that I wasn't going to lose anyway.
Matter of fact, I think you could get away with only taking a single builder up with you if you're on the bear, chimera, or Cerberus.
Those meteorites don't home in on the player, but that's not the point. The issue isn't the game not teaching players how homing meteorites work. That's pretty self-explanatory. It's that dodging homing meteorites for the entire fight sucks ass. Kingdom is not an action game. All of the tools that the game provides the player with are focused around fortifications and lines of defence. Walls, knights, pikemen - all of them tools for holding a line between the player and the enemy.
The problem with the final fight is that it disregards all of that in pursuit of meteorite dodging. This is a bit like ending your average Metal Slug game with a chess game against General Morden. Or ending Homeworld with a single-craft dogfight. Dodging homing meteorites is fundamentally a different game from the rest of Kingdom, which should be evident considering it entirely disregards the vast majority of mechanics. It makes absolutely no sense to not bring Knights along with the horse, besides the entirely meta-game reason of "they wouldn't be effective against meteorites". So don't use meteorites, then.
But the way you deal with that is nothing like you deal with getting the artifacts.
You don't take damage from the meteor spawning enemies. You can also just run back to town, which you can't do in last fight. You can use your pikemen/archers to attack and hold the enemy back. In the last battle, the only ground units are builders which you need to protect.
It's not an evolution of what you have been doing so far, like the great snake battle is. It's a completely different system that ignores a lot of your progress (all your pikemen, swordsmen, upgraded towers/walls are ignored).
The only good thing i can say about it is that at least it doesn't reset your mount or remove artifact abilities.
Yeah, those are the lessons I learned from the four intermediate island meteorite events. Either bring soldiers with me to hold the line, or trigger the event and run back to my Kingdom's front line. Exactly like I would do for every other hostile enemy encounter.