Posted on: September 8, 2019

Kamamura
Verified ownerGames: 1469 Reviews: 54
Solid core, fatal omissions
First of all, let me tell you that in case of Fantasy General II, I like what I see. The core seems solid - the phase-based combat system, the tactical opportunities provided by terrain and unit placement, the upgrade paths, the updated graphics, it all seems very promising. However, there are some quite glaring omissions one cannot overlook when starting playing. The first is the absolute lack of flavor texts for units. That is a HUGE missed opportunity in my opinion, since the game has no intro animation to speak of, the manual does not tell you anything about the lore and the world the game takes place in. Who are you (besides being a generic viking-ish tribe/clan?) What is the way of living of your people, what are their believes? Are they craftsmen, nomads, farmers, or ruthless pillagers and slavers? Who are their friends, and who are their enemies? The whole fantastic lore of Dark Souls is told mostly via item descriptions. Here, you are not told anything, yet the game asks you to make lore-based decisions (who to support, etc.) I have been told by the devs that there are flavor texts for units, but they are in an artbook, but you must pay extra for it. Considering the already steep price of the standard edition, that's disappointin. Speaking of content, the game feels very thin on that front. There is only one campaign featuring a single nation (FG 1 had four heroes, if I remember correctly, each fighting for different side). Other similarly priced games provide animated intros, multiple campains, encyclopedia, etc. That said, despite all my complains, the game feels good, challenging, I feel compelled to play, if only the missing parts were sufficiently fleshed out so that the buyer would have a feeling he got adequate value for his money (which is currently definitely not the case). Cutting content for standard edition buyers in an already content-light game was IMO not a smart decision.
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