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GDC 2009: Majesty 2


When I was contacted by the PR firm handling Paradox Interactive (the fantastic TriplePoint PR, located right here in San Francisco), I got pretty excited. Partly because I'm an excitable boy, partly because I was coming off an intense sugar high, but mostly because I knew I'd get a chance to check out Majesty 2, out this Summer.

For those of you who might not remember the original Majesty, created by Cyberlore Studios in 2000, the game was called the Fantasy Kingdom Sim. You played the role of an omniscient ruler, managing your kingdom. However, you have little direct control over your units, instead using your abilities to guide them to complete your tasks. You build various structures to grow your kingdom -- a marketplace, blacksmith, temples, guard towers, etc. -- and your subjects make use of these buildings on their own. While it may sound as though the lack of control might be frustrating, in reality it provides a different sort of experience that's enriching on its own. So how does Majesty 2 improve on the original? Read on!




The first major change to the game is the complete graphics overhaul. Where the original was simple 2D, M2 is in glorious 3D, complete with free-moving camera. Gone are the difficulties of selecting a unit hidden behind another, or one that's walking on the far side of a building and therefore out of sight; the new engine allows for zoom and rotation. All the buildings have had their look updated as well, and even simple things like the way a fleeing hero looks behind him in fear as he runs just add to the overall immersion of the experience.

Additionally, the rest of the landscape looks great, too. Richer colors overall, nice idle animations, and I noticed that the trees seemed to be casting real-time shadows on the ground, with dappled leaf patterns shifting in the wind. Also, when building new structures, placing one over a tree knocked it right over, rather than just causing it to disappear as in the original. These little details make a huge difference in the immersive quality of any game, and it's great to see them implemented here.


Similarly, the interface has been improved in at least one significant way: now, all active heroes can be selected via the grid in the upper-right corner. This is helpful because it allows you to see what each hero is doing at a glance, whereas before it was a multi-stop process: select the hero's home building, click on the Heroes button, and read what each one is doing; perhaps choose one to follow, and the camera centers on that unit. Now, however, tiny icons in the hero's picture display to let you know if he's exploring, fighting, fleeing, buying weapon upgrades, etc.

Speaking of the hero structures: these too have been changed. Previously, you could only build one hero at a time, waiting for the build to finish before starting the next one, for a total of four in all. Now, however, you can queue up units (provided you can afford the cost). The structures are still upgradeable, allowing not just the home hero, but any visiting hero to upgrade its weapon -- for example, adding fire damage, or poison, or magical power. In fact, this is true of any building with applicable upgrades, including the blacksmith -- now called the Smithy -- from where heroes can upgrade their armor and weapons.


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