5 Upcoming Gaming Sequels That We've Waited Too Long For

1. Kingdom Under Fire II

The Original: SOOOOO, Kingdom Under Fire: A War of Heroes was a somewhat RTSish PC title that passed unnoticed in 2001. And while not too many folks cared about it, the uniquely challenging, retro-stylistic fantasy RTS did generate enough good reviews and (much more importantly) money to justify a sequel designed exclusively for Xbox in 2004. The sequel, Kingdom Under Fire: Crusaders, was one of the most innovative and creative RTS games on the market for years to come. Rather than relying on what was the standard base building/resource gathering/strategic point holding formula for the time, Crusaders decided it would be easier to simply rebuild the entire genre from the bottom up. With a solid base in the Myth style of gaming, Phantagram set out to build a game that could feel like an RTS, an RPG, and a brawler all at the same time. But rather than butchering each of the original ingredients in this awesome sandwich, the developers did precisely what was required to make sure each element complimented the others. The RTS base was separated in to four campaigns, in which you brought a predetermined army to the field (one that could grow stronger with each mission, as they gained experience). You got those units, and only those units to beat the mission. Each unit, as well had a highly specific purpose. Cavalry hit hard and fast, infantry held the line, archers had ranged attack, etc. Doesn't sound all that special? Well, add to that the bonuses/damages that units got from doing things like shooting against the wind, looking at the sun, charging up hill, or being in various terrain, and the game starts to flesh out. Then, add on top of that the fact that each unit could use a special ability (healing, flaming arrows, etc) to significantly change the flow of battle, given they could survive the battle long enough to build mana. So now you've got a game in which players could light terrain on fire to redirect enemies, form solid infantry lines with healers behind them, and charge archers with cavalry in a way that instantly annihilated one. It sounds like a solid RTS. But, Phantagram wasn't finished. They decided it should also be an RPG/brawler. And so, they gave each army a hero unit, which the player could directly control in combat. The hero did massive damage AND racked up mana fast, to give tactical advantages to his or her side. AND was a blast to control, since you could see how your battle was panning out in close up, blood and guts full 3D. Of course, that too was not enough, so the game also included an inventory and skill system with which players could upgrade their hero to fit specific combat needs. All in all, the game was the best of Total War, Dynasty Warriors, and Warhammer 40K: Dawn of War 2. So Why Did They Wait? Well, they didn't, technically. In 2005, a sequel, Kingdom Under Fire: Heroes, was released for Xbox. And, while Heroes did a decent job of recapturing the grandeur of the 2004 version, it simply didn't add enough to feel like a sequel. Rather, it was more like playing through an expansion pack, or an unlockable level. It was, however, mildly successful monetarily, if not critically. Then, again in 2007 another sequel, Kingdom Under Fire: Circle of Doom, was released. However, CoD was less a sequel and more a grab at money. They game totally changed format from RTS to Action-RPG, giving fans of the original a half baked, poorly executed, and lack luster hack and slash experience that they would soon forget. It's Finally Here: Now, eight years after the 2004 epic was released, Phantagram and their partner Blueside are co-developing an actual sequel to the RTS. It promises to be one of the most amazing RTS games ever put out on the market. Phanatagram has announced to the world that they will be bringing back all of the elements that made the 2004 Crusaders title as successful as it was. But they won't be stopping there. True to their style, Kingdom Under Fire II will push the limits of how we define genres. They've gone ahead and decided to include the traditional RPG element, entirely new Siege Mode, and (to spit in the face of people who tell you how to game) an MMORPG element that promises to deliver community based role-play while still utilizing the RTS basics. With 100 different unit types, and an unannounced number of castle types, the game's Siege Mode will provide the basis of the online element and an interesting change of pace in the single player campaign. Rather than simply crushing the enemy on the field, player will need to build and deploy siege weapons like ladders, catapults, and others to get around, over, or through the enemy's gates. And why, you might ask, would you be attacking so many castles? Well, that's because the MMORPG factor of the game is based on clan based continental warfare. After designing your hero and your initial army for online play, you'll get the chance to take them out into the MMO world, where you will basically be walking around with a "will war for food" sign on your back. Players can keep to themselves, and hope to survive the onslaught, or join guilds/clans for strength in numbers. The clans can control or conquer territory by waging war against their fellow players. Essentially, players are getting the first MMO/Brawler/RTS/RPG ever made.
 
Posted On: 
Contributor
Contributor

Clayton Ofbricks hasn't written a bio just yet, but if they had... it would appear here.