
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!

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.

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.

