Battle Worlds: Kronos includes "Trains" DLC.
When the emperor of Kronos dies, the mighty Houses of the planet fight a ruthless war to settle the succession. The fraction that is able to seize control of the twelve holy temples and simultaneously light fires on each of them, appoints the new emperor...
When the emperor of Kronos dies, the mighty Houses of the planet fight a ruthless war to settle the succession. The fraction that is able to seize control of the twelve holy temples and simultaneously light fires on each of them, appoints the new emperor and decides on the destiny of all.
In the latest war of succession the House of Telit used nuclear weapons for the first time, nearly destroying the planet in the process. Anyone that could afford it, fled to the neighboring planet Rhea, among them the newly elected emperor. Those left behind on the planet, have established a new civilization. They call themselves The Residents and refuse to accept that their recovering planet will be once again used as the arena of a bloody competition.
Battle World: Kronos is a classic turn-based strategy game in the tradition of Battle Isle, Advance Wars and Panzer General. Have you ever wondered what games like that would look like today? Well, we did. As a result, we decided to develope Battle Worlds: Kronos.
"Trains" DLC includes: four new unit types with new gameplay features, and diverse new tactical options; compeletely new singleplayer campaign (ca. 15 hours of play time!); two new multiplayer maps; one new challenge map.
Strong AI that will challenge even experienced commanders.
Online & community features (ladder, chat, achievements and - in early 2014 - tournaments).
Editor for user-generated maps (PC only).
Two single player campaigns (~30 hours), single player challenge maps & hot-seat mode.
Live multiplayer & asynchronous multiplayer (think "play by mail"), both cross-platform.
Note: This game may require additional serial key for multiplayer mode. In case it is not automatically generated in your GOG.com library (open it via website → select the game → More → Serial Keys), please reach out to our Support team.
The game really looks nice, there is no doubt about it.
I have played few of the first single-player missions and the thing that disappoints me most is the interface. Doing things takes a lot of time and the overall orientation is quite difficult.
Most of all, I miss possibility to schedule movement (when you want to move very far) and to move by parts. Displaying hexes within enemy's range of fire while moving is not possible etc.
Today, you have not only Battle Isle games you can learn from, but also pretty good Flash games like Battalion: Nemesis. Releasing a game that needs quite some work for a price over 20 € is disappointing.
I wanted to buy it but I read some mediocre review. Then the new patch/dlc came out together with a sale here so why not try it. I always liked Battle Isle.
Well, the UI is mediocre. Gfx and sound are okay for a its genre. But the gameplay is tedious. It feels like there is one strategy to beat a map and you have to try over and over again. The game will not forgive errors.
Its more like a puzzle than a strategy game. Because strategy is flexible, dynamic and it needs ever adaption to ever changing situations.
I kind of regret buying it.
The game tries very hard to be good. There is a lot of effort put into it, and it's far from bad but some piece just don't fit together for me.
+ The visuals look very nice, the animations are excellent, the cutscenes and the music is extremely impressive
- Yet the interface is not for me, the buttons are lagging behind, feeling sluggish, just like the units and how they move too. Micromanagement of each individual unit gets extremely bothersome right from the start.
But let's talk about the gameplay
+ Hex field strategy is well executed and the xp and levelling system is nice too but
- the units can't roll over debris unless they are tanks, the 25% Flanking Bonus for each unit needs some getting used to, the choke points of the map seem to be excessively obtrusive. Generally I have more trouble finding a spot where to move my units safely than devising a grand strategy soundly defeating the enemy.
Actually it's sluggish enough to feel more of a parking and traffic jam simulator simulator with some combat thrown in between.
The most common issue with this game I hear when talking with others about it is lack of innovation. How so? Is taking something that works and making it broken innovation? BW: Kronos doesn't have an innovative storyline, but when I play Battle Isle it's not because of story so that's null. The gameplay is solid and works, there are mechanics from several board games put together into this one in a way that works very well. Innovation takes a step back compared to solid mechanics to me.
I could spend several paragraphs going on about certain mechanics and where each one came from, but I won't. Point is, it's a great game that is not too slow and not to fast. Too slow ends up boring, too fast is usually too simple. This is enough depth to engage and shallow enough you won't spend all day to make a few moves. Unless you want, of course. The game is solid for a TBS, and it offers this solid gameplay with a good looking interface and quite decent graphics. Not a bad purchase in any way if you like Turn-Based Strategy, I got my start playing Advance Wars when I was a kid.
I really like the old "Battle Isle" titles, I played them all and finished all including the addons - except bi3, which also suffered from bad design in late game. I also like Panzer General and Fantasy General very much.
But BW: Kronos...
I took part in kickstarting this game, because it looked very promising. When it came out, I tried to play it, but did not like it. Waited for some time when it was fully patched, and tried again.
I still think it´s mediocre. Why?
- difficulty is high from the beginning. I know it´s "old school", but even battle isle 1 managed to have a better learning curve
- you can get "reinforcements", but you then lose "big boy" achievement. I really don´t like being called "little boy" just because I was unable to forsee the ONLY possible solution for a level at round one, when in round 4 a scripted event starts. Also, unforseeable scripted events that FORCE you to save/reload every turn are.. well.. not a good design choice?
- "i hate escort missions" one comment in game says.. well.. we agree on that one.
- a LOT of helpful info did not make it into the game interface. Movement range? Retaliations left? Why do I have to search for ammo and stuff in the small side menu? BI3´s interface was clunky, but overall it was better than this imho.
- the "story" is a mess. sorry, but please do not implement a nonsense-story and annoy players with pop-up dialogue about it several times a mission.
I absolutely agree with simda´s review on all further points. It does feel like a fanmade game, not a professional one from a studio that did a game like "the dwarves" soon after.. Better graphics do not make a better strategy game. Sorry, King Art.
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Ok, got it
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