The indirect control strategy title

Mar 31, 2009 09:54 GMT  ·  By

The first Majesty game had quite an interesting concept at its heart. The game was real time strategy but one of the most important resources that players could use, heroes, were not directly controlled. Once spawned, they wandered around doing their own thing and players could only indirectly influence their objectives.

The same approach will be undertaken by 1C: Ino-Co, the developers of the upcoming Majesty 2: The Fantasy Kingdom Sim, which is set to be published by Paradox Interactive. The big difference from the original game is that players now have direct control over which heroes will enter a party and with whom. This decision can lead to the creation of specialized squads. Of course, they cannot be directed to tackle the challenge for which they were created, but the player can use a wide variety of flags, rewards and other means that can lead them to a specific monster or threat.

Majesty 2: The Fantasy Kingdom Sim should include a more complex role playing game element to the series, with most hero classes being able to be upgraded as they gain experience and prove their worth to the kingdom. These high level classes have been designed to have special abilities that can really make a difference in supporting a bigger group.

Alexey Kozyrev, who is the Chief Executive Officer at 1C: Ino-Co, says that “In Majesty 2 we try to make the heroes mutually complimentary, so that in parties they become stronger than each hero alone. You could say the principle of '1+1 = 3' applies.”

Majesty 2: The Fantasy Kingdom Sim is set to have the same humor and weird atmosphere of the original game in the series, while offering a 3D environment and more options related to how the player runs his/her kingdom and controls his/her heroes.