To Kill A King
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Enter Rots….a foul-mouthed, short-tempered, and belligerent undead warrior "erected" to serve the Ignoble King completing his mundane tasks and honoring his frustrating requests.
30+ hours of JRPG style game play.
Grind your way to restore Rots’ lost power and seek revenge against the Ignoble King.
Battle it out in frustration with 103 enemies and monsters determined to stop Rots for their own selfish gain and glory.
Venture forth in a world full of tedious locations and watch as Rots’ temper flares! Need we say the "Caves of Frustration!"
Save early and save often! You never know when the enemy will take advantage of Rots’ anger and frustration!
Full controller support!
Improved resolution and full screen up to 1280×720!
Steam User 2
RPG with all the necessary ingredients, but it can’t escape the generic template and pacing issues.
The game has limits because it was created with an RPG engine. For example, there is no full-screen option in the settings, so you must look it up online because the engine has its own buttons (F4 - full screen, F5 - game reset, etc.). Another complaint is that dash does not operate, which is odd given it can be seen under controls.
The story doesn’t take itself too seriously. This becomes obvious right from the start where the big baddie has to deal with his two silly succubi who want nothing more than to get “punished” by their master. The script is not exactly for kids because there are a lot of F-bombs thrown at you, but it’s generally fine. However, it could use a bit of a touch-up because commas are missing form most sentences.
Anyway, after being summoned to do the master's bidding, which does not make you pleased, you are obligated to do as you are instructed. If you've played a similar RPG before, you know what to expect. You explore the world from above, interact with chests, barrels, and other containers to find more or less valuable items, talk to people and purchase new equipment, and fight monsters.
Encounters are old-school, which means they are unpredictable and completely unexpected. This encourages you to be always prepared and at full health, but there are also frustrating moments, such as taking a step, getting into a surprise combat that allows an enemy to hit twice, barely surviving, and then taking a single step and entering another fight. On the other side, you can wander for an extended period of time without encountering anyone. Random battles are not fun and should have been left in the past.
Compendium is a welcome addition. It begins with a lot of question marks and gradually fills with every creature, item, armor, and weapon you face or discover. Although achievements work inside the game, they don’t show up in Steam. This seems to be the engine’s problem, because a lot of games share the same issue.
Your hero levels up and gains new skills. Besides the general increase to all stats, you also earn a few more points that can be used for anything you desire, such as strength, defense, or extra health points. The cool part is that the decision is not final, so you can remove points and apply them to something else.
Aside from the basic attack, your character has four skill classes. The first class is known as "inherent," which can also be referred to as passive because it is a part of your character. Some can be negative, such as a weakness to holy magic, or positive, such as rage, which sometimes arises during combat.
The next two classes employ mana and are classified as combat and support magic. While they might easily be assigned to the same class, this allows you to find something much faster, such as the healing spell. The final class is a little unusual since it employs something called TP. Unlike mana points, which can only be recharged through sleeping or potions, TP fills up when you attack or take damage.
Weapons and armor can be infused (raise stats) with loot from enemies. The number of infusions depends on the gear, and the stat increase depends on the loot. You don’t know what a loot does until you try it, so it’s a good idea to save first. Saving is possible anywhere outside the battle. However, it’s possible to ruin the game if you’re surrounded with strong enemies and no health potions.
Unfortunately, the game does not stand out from the crowd. The fundamentals work as intended, but there are no distinguishing features, and it employs the same generic assets found in other similar games. But the bigger issue is the pace and time-consuming grind.
You start out relatively weak, so the first hour will be spent fighting in the starting area. Because you'll need to heal after every fight or two, and the inn located on the second level of a building away from the main entrance, the playtime is inflated. The grind is simply too much; I spent an hour grinding and the first boss still beat me with three hits. Since there’s nothing to buy in the first area, you’re stuck grinding for several hours more. A lot of these games make the same mistake because they forget about new players – repetitive grind before you can even beat the first boss is not fun.
Another strange choice is to make most dungeons dark. I understand the idea because it takes away the ability to see the entire map, but it doesn’t translate to fun. All you see is a small circle of light surrounding you. While you can buy a spell to widen the circle, it only lasts a minute and costs vital mana points.
Overall, you can easily give this one thumbs down. I played the third version, so I’m sure the experience would’ve been much worse if I played the original. However, the effort is there because the developer added a lot in the current version.