King’s Bounty: The Legend comes from a Russian developer, takes its name and inspiration from an old strategy game from the US, and features the meticulous attention to artistic detail typically seen in games from Japan. It comes as no surprise Vladivostok-based Katauri Interactive thanked New World Computing, Blizzard and Square Enix in the game’s credits because KB:TL appropriates ideas from all those companies. KB:TL has the original game‘s accessibility and gameplay hooks, the cartoony look and derivative lore of the Warcraft series, and the graphical flourishes one might find in Final Fantasy.
KB:TL was originally known as Battle Lord, the sort of generic title Russian developers delight in foisting on their games. (Other results of the Russian-to-forgettable-English translation process include Fantasy Wars and Space Rangers.) It was a title so generic the game’s publisher, 1c, was moved to procure the rights to an old New World Computing strategy game presumably for greater brand recognition in the US market. The name is a very good fit even though Jon Van Caneghem had nothing to do with the design.
Like the original King’s Bounty (and the successful Heroes of Might and Magic franchise that later refined the formula), KB:TL is a strategy game in the beer and pretzels style popularised in the 90s. Games like the classic Panzer General and more eclectic fare like Charles Moylan‘s turn-based air combat sims were very easy to get into yet possessed hidden complexity which made them deeply satisfying to master. Learning how to play Panzer General, for example, was trivially easy; formulating strategies and tactics that could see German forces mount an ahistorical assault on Washington was not. KB:TL may be lighter on the strategy than, say, Panzer General but it is still capable of providing a satisfying challenge.
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