GB Feature: King's Bounty: Warriors of the North + DLC Review
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While King's Bounty: Dark Side might already be in development, we didn't want to leave you without a critique for King's Bounty: Warriors of the North or its Ice and Fire expansion, so we've gone through both titles and have just finished publishing our full review. A couple of paragraphs from the two-pager:
In the campaign that comes with Warriors of the North, you control a Viking named Olaf, who is the youngest son of the Viking king. As the game opens up, undead creatures start attacking the islands belonging to the Vikings, and your brother starts acting strangely, which results in you being thrust into combat duty. Your battles against the undead and your investigation into their presence take you all over the world, from the Viking islands to the more familiar territories of the humans, elves, and dwarves, where you have to fight hundreds of battles as well as complete quests and talk to NPCs. As far as structure goes, Warriors of the North (and the other King's Bounty titles) are organized just like an RPG, where NPCs and enemy armies wait for you to show up. There aren't any opposing players in the game, so you can take your time and explore each location as slowly and carefully as you want.
Along with meeting Valkyries during the campaign, a couple of the other changes in Warriors of the North include a re-arrangement of the spell system so there is now Rune magic, and special runes troops can use during combat to increase their attack or defense, or give them a chance at an extra action during the current round. There is also a new Viking faction, which include battle maidens (fast melee units that can resurrect fallen allies), soothsayers (who can cause snowstorms), and jarls (slow moving tanks). Viking troops get more combat runes than other troops, which gives them a small advantage in battle.