Kingdoms of England II: Vikings, Fields of Conquest

Kingdoms of England II: Vikings, Fields of Conquest is a computer game developed by Realism Entertainment in 1992 for the Amiga and DOS.

Kingdoms of England II:
Vikings, Fields of Conquest
Amiga Cover art
Developer(s)Realism Entertainment
Publisher(s)Krisalis Software
SeriesKingdoms of England
Platform(s)Amiga, DOS
Release1992
Genre(s)Strategy
Mode(s)Single-Player

Plot

Kingdoms of England II: Vikings, Fields of Conquest is a medieval strategy game that can be played by as many as six players. The goal of the game is a quest to become King of England through success on the battlefield against the other players and computer-controlled opponents.[1]

Gameplay

The player's goal in Vikings is to conquer other territories, playing against AI opponents whose goal is the same. Combat in Vikings is not depicted on-screen, rather the player is given the odds of success based upon their circumstances (such as number of troops/morale), from which they may make a decision to leave or fight. Based upon these given odds, the Battle Results screen summarises the outcome of combat, whether land is conquered, and troops on either side may be wounded or dead.[2]

There are eight different types of troops in Vikings: Swordsmen, Archers, Crossbowmen, Pikemen, Knights, Mounted Knights, Champions, and Catapults. Catapults are used to break down a castle's walls before troops invade, and more of the walls being breached reduces the chance of losing troops during a siege.[2]

Reception

Computer Gaming World praised the game's multiplayer option and concluded that "Vikings: Fields of Conquest is a challenging strategy game, requiring careful planning and resource management, ideal for those who would be King".[6] The game was reviewed in 1993 in Dragon #192 by Hartley, Patricia, and Kirk Lesser in "The Role of Computers" column. The reviewers gave the game 4 out of 5 stars.[1]

The One gave the Amiga version of Vikings an overall score of 72%, stating that unlike other similar strategy games, Vikings "lacks [aesthetic] frills and sadly there's little feeling of actually being a Viking lord". The One praises a feature where the player may set how many territories must be conquered before the game ends, making the game more approachable for inexperienced players. The One calls the graphics "functional" but criticises the lack of sound, giving the game a N/A score in the sound category. The One also criticises lack of variety in Vikings' gameplay, expressing a desire for "arcade sequences" for relief from Vikings' strategy sections. The One expresses that Vikings is 'unoriginal' and other strategy games outdo it, stating that "Vikings, although initially engrossing, will tend to prove a tad tedious in the longterm. This sort of thing has been done a lot better before and Vikings doesn't really add anything to the genre."[2]

References

  1. Lesser, Hartley; Lesser, Patricia & Lesser, Kirk (April 1993). "The Role of Computers" (PDF). Dragon. No. 192. p. 59. Archived from the original (PDF) on March 19, 2015.
  2. Howladar, Khalid (September 1992). "Vikings: Fjords of Conquest Review". The One. No. 48. emap Images. p. 74-75.
  3. Ramshaw, Mark (August 1992). "Game Reviews: Vikings". Amiga Power. No. 16. Future Publishing. pp. 72–73.
  4. Daniel (October 1992). "Gamer: Vikings". Amiga Computing. No. 53. Europress Enterprise Ltd. p. 20.
  5. "Spiele-Tests: Vikings" [Game-Tests: Vikings]. PC Player. DMV-Verlag. July 1993. pp. 74–75.
  6. Doud, Brian P. (September 1992). "Vikings: Fields of Conquest". Computer Gaming World. p. 126. Retrieved 3 July 2014.
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