On the original Xbox, the Kingdom Under Fire
series has been a bit of an unsung hero for the console. The games managed to
take the tired hack-and-slash formula of games like Dynasty Warriors and added a
surprisingly engaging real-time strategy element, making for an experience that
stood out from the rest. The series garnered a cult following of sorts for its
unique art direction and deep gameplay, but never really became a huge
mainstream smash. Therefore in an effort to change that, new developer Blueside
is doing away with the strategy elements for the third entry to the series (and
first for the Xbox 360), Kingdom Under Fire: Circle of Doom.
KUF: Circle of Doom retains the great visual
design of the series and adds some nice next-gen effects to keep the look up
with the times. The move to change the gameplay was indeed a risky effort to
make the game more accessible to the mainstream, but unfortunately, the gameplay
does suffer for it. The new RPG elements involve building up your characters’
attributes and gaining an arsenal from a robust selection of ranged and melee
weapons. However, they don’t really hold a candle to its predecessor’s strategy
elements, and many gamers will undoubtedly be turned away from the overall
repetitive feeling and button-mashing.
Like the previous games in the series, Circle of
Doom follows an ensemble of characters fighting off the powers of the
Netherworld. Also like the other games in the series, Circle of Doom’s central
campaign unfolds through the eyes of each of the six main heroes, as they offer
their own points of view as to the conflict that’s unfolding.
Fans of the series will immediately notice that
the strategy elements and unit management featured in the previous entries is
absent, giving way to some new RPG elements. The game lets you map two weapons
to the A and X buttons and two special abilities to the B and right trigger
buttons, giving you tons of weapons and abilities to collect through the
campaigns. Weapons vary quite a bit in terms of speed, power, and SP consumption
(i.e. how many hits you can string in a combo before your character gets too
tired), and you can string together different weapons for some cool looking
combos.
Learning special abilities requires you to speak
with a character that comes to you in your sleep, after which you’ll be able to
choose a couple from a list and then kill the required foes in order to learn it
the next time you speak to your acquaintance. Also, when you gain levels, you
are then able to dole out ability points to three areas, hit points, SP, and
Luck.
Another RPG feature new to the series is the
ability to synthesize the items that you get at idols placed throughout the map.
These idols will let you not only synthesize items into better ones, but will
trade with you, buying items that you don’t need and selling you ones that you
do. There are several different kinds of idols that you’ll find, from the Idol
of Love to the Idol of Death and so on, each offering you some different items.
However, for all the new RPG elements, Circle of
Doom still feels like an uninspired hack-and-slash. You’ll encounter enemies in
large clumps on the map (as you run through narrow linear paths with no room for
diversion), kill them all, and then keep running until you hit an Idol. While
the customizable RPG elements are great, the rest of the game just feels far too
linear and repetitive.
Graphically, the game does a fine job of
representing the fine artwork behind its predecessors in the series. While the
environments can look a little bland and repetitious at times, the character
models are very nicely done, as are the lighting effects. The framerates can
slow down a bit sometimes, unfortunately.
The game’s score still has some of the cheesy
rock elements added in, which will either please or annoy fans of the game,
depending on personal preference. However, there are a few more tracks on the
soundtrack that keep with the overall theme a bit better.
Circle of Doom is a risky entry to the series,
but the payoff isn’t as good as it could be due to the complete exorcizing of
the strategy elements. Without them, the game stands out less against the
current crop of hack-and-slash action titles and feels repetitive. Let’s hope
the developers bring them back for the next one.
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Gameplay: 6.5
While the RPG elements and weaponry are nice additions, the lack of the
strategy elements is a real downer, especially considering how the rest of the
gameplay is relegated to button-mashing and hordes of not-too-bright
enemies.
Graphics: 8.0
While it’s not the prettiest Xbox 360 game on the block, Circle of Doom does
a decent enough job of bringing the series into the next-gen, adding some
stylish lighting effects to the already-great art design.
Sound: 7.5
While the love-it-or-hate-it rock score returns for the most part, there are
a few cuts from the soundtrack that sound a lot more thematic and mood setting.
The voice acting is better than before, but still nothing to get too excited
about.
Difficulty: Medium
Multiplayer: 8.0
Four player online co-op (which allows you use and build up your
single-player character while playing with buddies) is a nice touch.
Concept: 6.5
While it’s understandable that the game’s creators would want to try
something new and refreshing for this entry, banking on unimpressive
hack-and-slashing while taking out the strategy elements isn’t quite the right
way to go about it.
Overall: 6.5
Circle of Doom represents a different path from the rest of the series, but
without the strategy elements that made the original games so fun, this entry
feels like a repetitive button-masher more than a standout entry to the KUF
franchise.
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