Majesty: The Fantasy Kingdom Sim

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Majesty: The Fantasy Kingdom Sim

Developer(s) Cyberlore Studios
Publisher(s) Infogrames, Linux Game Publishing, MacPlay, MicroProse
Designer(s) Jim DuBois
Platform(s) Windows, Linux, Mac OS
Release date 2000
Genre(s) Real-time strategy
Mode(s) Single player, multiplayer
Rating(s) ESRB: Everyone (E)
Media CD (1)
System requirements Linux: PowerPC G3 or 166 MHz x86 CPU, Linux 2.2.x or later, 48 MB RAM
Mac OS: G3 233 MHz, Mac OS 8.6, 48 MB RAM
Windows: Pentium II 233 MHz, 64 MB RAM, 2 MB SVGA video card
Input methods Keyboard, mouse

Majesty: The Fantasy Kingdom Sim is a real-time strategy game developed by Cyberlore Studios and published by MicroProse for Windows in March, 2000. MacPlay released a Mac OS port in December, 2000. Infogrames released the expansion pack Majesty: The Northern Expansion for Windows in March, 2001, and Majesty Gold Edition, a compilation for Windows bundling Majesty and The Northern Expansion, in January, 2002. Linux Game Publishing released a Linux port of Majesty Gold Edition in April, 2003.

Contents

[edit] Overview

Majesty is a "simulation" in that it is designed to implement a clichéd fantasy role-playing game world in another genre entirely. As such the setting, Ardania, features city sewers infested with giant rats, landscapes dotted with ancient evil castles, and soldiers helpless against anything bigger than a goblin. As Sovereign, the player must rely on hiring bands of wandering heroes in order to get anything done.

The game has nineteen single player scenarios but no overarching plotline. The Northern Expansion adds new unit abilities, buildings, monsters, and 12 new single player scenarios. Freestyle play and multiplayer are also available.

[edit] Gameplay

Base-building is comparable to other real-time strategy games of the period, but units are autonomous — a feature usually associated with construction and management simulation games — and possess attributes borrowed from RPGs. The Sovereign's actions are limited to constructing and enhancing buildings, using building abilities and spells, hiring heroes, and offering rewards.

The basic building is the palace, and its loss means the loss of the game. Guilds and temples can be used to summon and house heroes (typically four per building), almost all other ones offer equipment or services (inns, royal gardens, etc.)

The henchmen are free non-hero characters that are nonetheless essential to maintaining the realm. Peasants construct and repair buildings. Tax collectors collect gold from guilds and houses to finance the realm. Guards provide defence against monsters. Trade carts come from trading posts to the marketplace, where they deliver gold based on the distance they travelled.

Each scenario (or quest) has a unique map. Even if the player chooses the same quest twice, it will have a map that, while retaining the general terrain of the region, is totally different. The map is initially shrouded in blackness, but all activity in explored areas can be viewed no matter how far away from a building or character it is, with no fog of war.


[edit] Heroes

Any character recruited from a guild or temple is referred to as a "hero". There are sixteen hero classes, each with unique abilities. The system of heroes in Majesty is similar to most other sim games. These heroes are not under the direct control of the player, but they can be influenced by reward flags to perform certain tasks, such as slaying a particularly troublesome monster or exploring an unknown area of the map. However, their cooperation is not guaranteed even then. Heroes have free will, though some classes are more inclined to certain actions than other. (For example, a paladin is more likely to attack a dangerous monster than a rogue.)

Each hero has different favored behaviors as well. For example, paladins often choose to raid lairs, while rogues will steal, and elves will perform at inns. Furthermore, rewards influence heroes differently. Rogues will be the first to make an attempt at the rewards, followed soon after by elves or dwarves.

The powers and abilities of the heroes also move in a rock-paper-scissors format. Some monsters are especially weak against ranged attacks, while strong against melee or magic. Other monsters are especially strong against melee and ranged attacks, and magic makes killing them much easier. It is important to plan ahead and be able to defend your kingdom against different types of monsters, exploiting their weaknesses.

Individual heroes gain experience points and level up as they would if they were characters in a role-playing game. Other hero attributes borrowed from role-playing games include ability scores and inventories. Though all heroes in a class share the same in-game sprite and portrait, they all have individual names, have unique stats, and varied levels.

[edit] Reception

Majesty was generally well-received by the gaming press, with many reviews commenting positively on its unique combination of elements from different genres.[1]

[edit] Sequel

A sequel, Majesty Legends, was planned but never officially released.[2] The developer, Cyberlore Studios, cited the lack of a publisher as the reason. In July 2007, Paradox Interactive announced its acquisition of the intellectual property for Majesty and intention to "create a portfolio under the Majesty brand."[3] On 18 April 2008, Paradox Interactive announced that they were making the game and planning for a Q1 of 2009 release. The title of the game is Majesty 2 - The Fantasy Kingdom Sim.

[edit] Notes

[edit] References

  • (2002) Majesty: Gold Edition Manual. New York, NY.: Infogrames Interactive, Inc.. 

[edit] External links

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