
It's a quick zoom from high to low that keeps the urgency of an ongoing fight, which is where Kingdom Under Fire 2 really succeeds. I click on my infantry to ensure that they'll continue attacking the house-sized scorpion and then press Tab again to bring me back down to ground level over my character's shoulder. Kingdom Under Fire 2 restricts me to only three troops per encounter so that players can manage both the RTS and action simultaneously. I press Tab to pull the game's camera back to the tactical RTS mode, which shows the location of all my troop groups. It approaches the gratifying quick combat of Black Desert Online, but the actual activity of pressing numbered keys to activate skills is exactly like 90% of other MMORPGs developed in the last 15 years. As a level four Spellsword, I fight at melee range with flurries of saber attacks and the occasional short-range lightning spell. My infantry is slashing away at whatever scorpions call their ankles while I wade in with my own special attacks. Towering over us is a giant enemy scorpion with its four immense, armored legs. I'm in the thick of the battle, fighting at the front lines surrounded by my AI sword and shield infantry. Kingdom Under Fire 2 might even have shaken up the MMO genre with its unconventional blend-if it had come out in 2009, as originally planned. And it is fun, at least in the limited time I spent with it. It's proud of, rather than discouraged by, the more than ten years and many millions of dollars in development costs that have produced something it believes is unique and specifically tailored western players.īlueside isn't wrong.



Developer Blueside is convinced that it has finally nailed this unlikely mix of genres.
