by Sarah Schutz ![]()
RPG series everywhere are turning towards the action RPG trend. Perhaps we’ve become a less patient gaming culture, demanding more direct hacking and slashing. Perhaps the next generation assumes real time strategy or turn based RPGs are too redundant, too boring, too thought-provoking. Or perhaps I’m just being cynical, the old school RPG gamer I am. I can appreciate the newer action RPGS and am even growing fond of them as a new stage in my gaming life. Yet, I wonder why every RPG must join the mindless flock. Kingdom Under Fire: Circle of Doom is the last convert of the action RPG category.
Not all action RPGs are vacant, mind you. Many, even most, simply relocate the strategic gameplay in the planning rather than the execution. Circle of Doom offers minimal strategy in either, which is what leads to the lackluster outcome. The execution of the game offers a tempting gameplay experience. Playing with one of several varied characters offers changeable gameplay experience. I played with the speedy swordstress, Celine, for the majority of my KUF outing. Each playable character can use different items and weapons, offering different strategic perspectives when synthesizing weapons at one of three store-like deities located in each level. While you can combine endless weapons and items, the outcomes are minimal and offer effect on gameplay mechanics or outcome. Creative enemy design and immersive environments offer sufficient eye-candy, but the levels and enemy encounters soon become repetitive and level design soon makes you feel like you are running in circles . . . and very often, you are.
The only storyline to save this very long and drawn out game is offered up during naptime. When near a level’s deity, you have the option of going to sleep, allowing you to meet up with Celine’s currently spirit-lacking lover and your guide through whom you gain new abilities. Throughout the game, you will be able to piece together some semblance of a story through these dream states while hacking and slashing your way through hordes of similar monsters.
While the game offers potential, it fails to deliver enough story and RPG customizability to make the long trek worthwhile. My recent fascination with online co-op games is its saving grace, giving you plenty of leveling-while-chatting time with your online friends. Even during engaging conversation, however, the repetitive and simplistic hacking ‘n’ slashing becomes frustratingly uninspiring. 60 hours of precious RPG time is better spent elsewhere.