Friday, October 13, 2017

Field of Glory II Gameplay Review

I'm playing Field of Glory II, a turn-based strategy gane by Byzantine Games and Slitherine.



Utilizing gameplay similar to predecessors Pike and Shot and Sengoku Jidai but with vastly improved graphics, Field of Glory II has an impressive arsenal of features with randomized maps in all modes (except for historic battles) and tons of units and armies. Campaigns are connected scenarios (three, five, or seven) with minor decisions between missions; mission success is required to move on to the next battle in the series. In addition, there are completely randomized quick battles, custom battles with more options in scenario size, epic historical battles, and online PBEM multiplayer. The difficulty setting only affects the player’s army size and doesn’t make the AI any less formidable. The in-game tutorial is poor with annoying pop-ups and lacks specific instructions. The interface is familiar to anyone who has played a Battle Academy 2-engine game, though the new “move entire command” order is extremely useful for large battles. Colors on the unit flags indicate morale, but are difficult to see if the unit is turned sideways. Units are fitting for the era, including foot soldiers, archers, cavalry, elephants, chariots, and artillery. Generals improve unit movement within their command range. Units that are engaged in close combat cannot stop until one side breaks morale; thus, the general strategy is to lower morale with ranged units, then flank units from multiple sides once they are fixed in close combat. Certain troop types perform better against others, while terrain must also be considered. The AI is very capable, knowing how and when to use units. Easily the best game by the developer, Field of Glory II is an extremely satisfying turn-based strategy game with improved graphics, a better interface, tons of content (with randomized battles and lots of different armies), fairly intuitive rules, and proficient AI.