More Reviews
REVIEWS Dark Souls II: Crown of the Sunk Review
I was confident in my Dark Souls abilities. Then From Software released new Dark Souls II DLC.

The Swapper Review
One of 2013's best indie games swaps its way to Sony platforms.
More Previews
PREVIEWS Pillars of Eternity Preview
For Obsidian's crowdfunded love letter to Infinity Engine games like Icewind Dale and Baldur's Gate, I was impressed by its willingness to pull back the curtain and let me see the machinery behind it.
Release Dates
NEW RELEASES Sacred 3
Release date: 08/05/14

CounterSpy
Release date: 08/19/14

Tales of Xillia 2
Release date: 08/19/14

Plants Vs. Zombies: Garden Warfare
Release date: 08/19/14


LATEST FEATURES Interview: Forging the Rings of Power in Middle Earth: Shadow of Mordor
Tolkien fans may now either squeal with glee at getting to play interactive fanfiction... or condemn it to the watery grave of Numenor.

How Bioware Creates Romances
Bioware's games have romances where you might save the world, on the side of course.
MOST POPULAR FEATURES Picking Your Gender: 5 Industry Professionals Discuss Queer Identity in Gaming
Women from Naughty Dog, ArenaNet, Harmonix, and Gamespot unite to talk about what they want from games in terms of diversity.
 
Coming Soon

LEADERBOARD
Read More Member Blogs
FEATURED VOXPOP Kakulukia
Why Sunset Overdrive Can Go Suck A Lemon
By Kakulukia
Posted on 07/14/14
Yesterday, while cleaning up my media center, I found my copy of Ratchet & Clank: Into The Nexus, which I bought sometime before Christmas last year. I had been pretty excited about this game pre-release, what with it being the first "traditional", albeit shorter than usual,...

Seven Kingdoms Review

By:

06/05/04
PRINTER FRIENDLY VERSION
EMAIL TO A FRIEND
GENRE  
PLAYERS 1- 7 
PUBLISHER Interactive Magic 
DEVELOPER  
RELEASE DATE  
MINIMUM SYSTEM REQUIREMENTS

A Seventh of its Potential

When I first saw Seven Kingdoms, I was excited by its potential. Here was a real-time strategy game that reminded me both of Warcraft II and Civilization. It promised the ability to control research, diplomacy, espionage, production, racial tension, and trade, while providing an exciting and diverse real- time battle. All the ingredients for an excellent game were there, the only thing that was yet to be seen was if the designers could pull it all together into something fun to play.

It seems that in trying to make all the elements of a game like Seven Kingdoms fit together, some compromises had to be made. The first thing I noticed was that although there were trees, they had no bearing on the game at all. There is no sending lumberjacks to the forests to get wood for construction; the trees just were for decoration, nothing else. I next noticed that there are only 9 types of buildings. A town generally consists of a town center, which is little more than a repository for peasants, a fort, a mine, factory, and marketplace.

The fort, which is the most important type of building in a real- time strategy game, can produce only one type of soldier. If you want to have any sort of combined-arms, you'll need to build a war-factory, which can produce up to five types of war machines. One problem with the war factory is that it takes far too long to construct a war machine, which is not overwhelmingly superior to a well-trained soldier. I'd estimate that it takes several times as long to build a cannon as it takes to build a war-factory in the first place.

By now, you might be wondering what assets does Seven Kingdoms have. The answer, dear reader, is supernatural beings and espionage. Unlike Warcraft II, in which supernatural beings were summoned by the player after constructing a wizard's keep, Seven Kingdoms takes a different view. The first step to summoning a supernatural being is to obtain the proper scroll. To do that, you must battle a lair of Frythans (about 50), the boogie men of Seven Kingdoms. Next, you must construct a temple using that scroll. Each scroll has a specific ethnicity, and can only construct a temple of that ethnicity (no integration in this game). You must then staff that temple with worshipers of the correct ethnicity. After what seems like an eternity of prayer, you are able to summon a god-like figure of that particular culture to do your bidding for a limited time. The gods are very powerful and add to the fun of Seven Kingdoms, but they are a very scarce resource.

The espionage model of Seven Kingdoms is very well designed. You can train a spy and send him to settle in an enemy village. He can then wait and gain experience, or begin to decrease the loyalty of the townspeople. Your spy may also be drafted into the enemy's military. Once inside a fort, he can try to bribe other soldiers, who then become spies. Your spy may even bribe the fort's general, or, failing that, assassinate him. The computer makes good use of spies as well. There is little worse than finding out that a general in an important fort has been bribed, so it becomes important to keep your troops' loyalty high by giving them periodic 'honors' (cash bonuses).

Seven Kingdoms is very similar to Warcraft II. Unfortunately, in the 'borrowing', the designers forgot to add a good variety of units, or interaction with the environment, such as trees and animals. Despite some comparisons to Civilization on the box, Seven Kingdoms is nowhere near as complex. As if to compensate for the dearth of unit choices, the supernatural being/god component helps spice up the battles from time to time. The excellent espionage system makes Seven Kingdoms very entertaining for multiplayer, but for a single player game, I'd recommend either Warcraft II or Age of Empires.

C Revolution report card
  • Very similar to Warcraft II
  • Interesting espionage system
  • Terrain has little impact on the game
  • Not very original
  • Prone to crashing
    Reviews by other members
    No member reviews for the game.

More from the Game Revolution Network




comments powered by Disqus

 


More information about Seven Kingdoms


More On GameRevolution