A Starfield player has successfully accomplished one of the weirdest runs we've heard of yet - finishing the game by only whacking enemies with their gun.
08.11.2023 - 20:59 / mmorpg.com
For the King II takes us on an exciting and deadly journey through Fahrul, about 20 years after the events of the first game. This time, we are contending with the dictator Queen Rosomon and her loyal queensguard as we hop from tile to tile, hoping to stoke the fires of the resistance and take all the loot for ourselves.
As a tabletop roleplaying game fan, one of the standout features of For the King II that first grabbed my attention was how much playing in Multiplayer felt like a late-night D&D one shot. There are a handful of character classes available to choose from the get go: Blacksmith, Herbalist, Stablehand, Scholar, and Hunter. For my character, it was an obvious choice: Herbalist. There isn’t much in the way of customization other than primary and secondary armor color choices, and I liked the general theme and character models well enough for my Herbalist.
Like in most tabletop games, there is a core story in the first act of For the King II : set the characters free, join the resistance, and eventually stick it to the man. Our group was itching to get going. It was like a pack of dogs pulling at their leashes, begging to be set free into the world. The hex map was full of side events just begging to be triggered, and who better to run headfirst into goblin ambushes? However, as we followed the story events and started to get a better handle on For the King II’s turn-based combat, a few problems started to emerge.
The tutorial did a fantastic job at setting us up to play For the King II , but informational tooltips could definitely use a little work. For example, we were considering adding Blacksmith to our party line-up in character creation. Wanting to know more about their abilities, we clicked to learn more and were greeted with “Passive: Steadfast.”
That’s it. No real explanation that explained what benefit that added to the character. I guess you could kind of infer it from context clues, but for me, I would rather be able to know what it actually does instead of making assumptions. There are a few other instances of this throughout gameplay mentioned on items or abilities. It isn’t debilitating to gameplay, but it was certainly annoying when starting out.
Our second major challenge would have to be getting a little too ahead of ourselves. In the first few story quests, we arrived at a town where we could purchase items, hire mercenaries, or accept side quests. Feeling a little brave, we decided to take on a bounty quest to hunt down a green jelly in the forest. Just one jelly, how bad could it be? Well, we found the jelly — or jellies in this case.
All three green jellies had twice as much HP as our party and slapped us silly. Before starting the fight, in the combat preview, it
A Starfield player has successfully accomplished one of the weirdest runs we've heard of yet - finishing the game by only whacking enemies with their gun.
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Things can never go perfectly in a fairytale fantasy world - only in the past, or after the ending, do things get normal and good. So, naturally, in For the King 2 the brave queen Rosomon of the first game has fallen to the evils of chaos, and over a series of five adventures your team of erstwhile heroes strike out to explore their hexagonal world, get stronger, and for a resistance to the queen by scouring little linear dungeons or defeating notable foes. The sometimes-whimsical, often challenging quests take you across a variety of terrain and turn-based combat scenarios, smoothly aided by very functional, simple game mechanics, but the whole thing is hindered by a user interface that fails to communicate even very simple information clearly. For everything nice in For the King 2 there's some irksome way the UI impedes it.