Review: Battle Worlds: Kronos
Going back to the roots of turn-based strategy games was the intention of King Art Games, when they launched their Kickstarter campaign to fund the development of Battle Worlds: Kronos. The operation was successful, raising more than $260,000 compared to an initial target of $120,000, and although the game is already on Steam since late 2013, I got the chance to only get my hands on this game now, with the release of the Xbox One version. Inspired by classic like Advance Wars, Panzer General, or even Battle Isle, Battle Worlds: Kronos does not skimp on content, offering two different single-player campaign (second accessible once you complete the first) for a total of thirteen missions, a challenge mode, and finally a multiplayer mode that can be both “live” and in asynchronous mode, designed for users who want to make a move and be able to come back to its game later on.
You start the game with a bunch of cutscenes, that serves as an introduction and have the task of connecting the in-game action with the plot developments, are unfortunately not very original, and we learn that we are engaged in a war to control one of the few habitable planets around the galaxy called Kronos. Without being wildly original, Battle Worlds: Kronos is a game that plays a safe deck, both in form and substance. The game system works on the most simple turn by turn basis: deploy units on the battlefield with a hex style placement system, which is similar to what we already have met in the genre, such as Shining Force or even Sid Meier’s Civilization franchise.
Like most turn based war game, each unit has single feature of its own that will act as both a weakness but also: the all-terrain jeeps can move fast but are fragile, the tanks have good firepower but move slow, artillery can fire from a distance but can’t protect itself for near attacks… Well, you know the drill. And believe me when I say, that here more than any other game, you have to seriously and carefully consider all these factors, or risk seeing your army melt as fast as an ice-cube placed under the August sun. The AI is one tough cookie, and if not with a boundless subtlety, it is aggressive and responsive to your actions.
As for the maps, they are relatively large, but unfortunately the textures and themes did not seem varied to me. However, it is fun to note that you’ll have the trio of naval / air / land battles sometimes on a single map. In terms of content, Battle Worlds: Kronos offers a very simple scripted campaign, which feels like it was written in haste, but a relic of graphical engine as well. You see, if I referred earlier to the legendary Shining Force, it was not only because Battle Worlds: Kronos vaguely share the same mechanics, but also the same technical level of this 1992 game.
Do not rely too much on the press kit screenshots that are sometimes quite flattering, and even less to the video trailer. Sorry, but from a purely graphic point of view, no effort was made to detail the units, their design was looks like something out of a 16-bit era, and it’s not even the indie-cute kind of graphics. But obviously when you love turn-based strategy games, visual appearance is not the most important factor, and even if I found it a bit repetitive in the long run, Battle Worlds: Kronos remains far from unpleasant, especially thanks to its technical and strategy demanding battles
Battle Worlds: Kronos was reviewed using an Xbox One downloadable copy of the game provided by King Art Games. The game is also available on PlayStation 4 and PC via Steam, GOG and other online stores. We don’t discuss review scores with publishers or developers prior to the review being published
• Strategically demanding.
• The AI mercilessly.
• It requires a lot of thinking.
• A boring art direction.
• Sometimes repetitive.
• Looks like a mid-1990s game release.