King Arthur’s Gold – An example of a massively overlooked title

I only wish this had more players
I only wish this had more players

When I come to reviewing a game, one of the most fiddly part is getting screenshots. Often, I’ll be having a lot of fun and have to really bring myself to press F12 during the heat of the moment, to capture something amazing, when really I’ll want to be stuck in. King Arthur’s Gold took this a step further, and as a result, my collection of screenshots for this is slim.

But unfortunately, when I went on to get more today, I couldn’t. Why? Well, it’s pretty much midday and everyone’s doing working life stuff, but ignoring that, this game is unfortunately rarely populated. At any one time, I estimate there are a maximum of 80 people online worldwide. This is disappointing, as it’s a primarily multiplayer game and fun as hell.

Blue yonder
Defend the sea wall!

This might sound hard to believe, but I actually came up with the idea of King Arthur’s Gold when I was sat in a GCSE English class about seven years ago. I said to my friend, “You know what would be cool? A game where you could build castles and fight over them. A 2D sidescroller, with soldiers and builders, so you could build up big castles or tunnel under them, and have huge battles at the gates.” Only, at the time, I thought it would be a two player game played as a turn based strategy. I never thought about it again for years until I saw this game, and I had to have it. They’d perfected the idea I had privately come up with years ago, only they made it a real time game, and everybody controlled one of the men on the field… Okay so, I had the base concept and nothing else, sue me.

This is a simple, arcade game in every way. The general controls are movement, attacking, picking items up, and blocking (if you’re a knight, anyway). The only slightly more complex parts are building and item construction.

The reds suspect nothing!
The reds suspect nothing!

The game is primarily multiplayer and focuses around three key gamemodes: Capture the Flag, Take The Halls, and Team Deathmatch. I won’t discuss team deathmatch, as it’s nothing more than knights and archers trying to kill each other, but the other two gamemodes have something fantastic: Construction!

At the start of the game, you will start with a basic spawnpoint and either a hall or a flag, gamemode dependent, obviously. In Take The Halls, your objective is to control all the Halls on the map. Think strategic points in other games. In Capture The Flag, you, well, need to capture the flag. Get across the map, grab the other team’s flag and get it back to yours, twice.

However, the initial map really is nothing but what is said above, then open land, water, and maybe some wild animals. You get, at the start of the game, five minutes to build up defences. This means your entire team (should) switch to the builder class, cut down trees, dig up stone, and build a huge fortification, ready for the enemy onslaught.

Defences can be great or, in this case, pretty heavily damaged.
Defences can be great or, in this case, pretty heavily damaged from all the war.

It makes for a really great game. I love the mining and building at the start of the round, preparing new and awesome defences for when the enemy arrive. Special blocks you can place, like trap blocks that only the enemy can pass through, or doors that only your team can pass through, make for interesting designs. Platforms allow one way movement, so they’re often used to make archer platforms where they can fire out but nobody can fire in.

After the construction time is over, gameplay changes slightly. Whilst builders need to maintain the defences, they could also move to the frontline to make an outpost, helping your team hold the ground they’ve advanced to. Or they could start tunneling under the enemy fortifications, so your knights can pop up from behind and slaughter everything.

Meanwhile, knights and archers will be pushing the frontline, trying to break through enemy fortifications, and generally keeping the pressure on. Knights get access to bombs and gunpowder kegs, which can help blasting through enemy defences, using their shield to block arrows, swords, and explosions alike. Meanwhile, archers have access to bomb arrows and fire arrows, which can punch holes in key areas or set entire wooden forts on fire. Additionally, archers get a grapple hook to pull themselves up to high areas, or move quickly. They also get the ability to play dead, and to hide in trees.

Survey the field, my friends. Keep watch for the enemy!
Survey the field, my friends. Keep watch for the enemy!

But quite often, it is the humble builder that sways the tide of battle. Their forward defences can keep the enemy locked in their castle, and they themselves can simply dig through the front doors to enemy castles, or even underneath them!

But when builders don’t work, KAG has one more solution up it’s sleeve. Siege weapons.

Catapults, ballistae, war ships, long boats, all of which have huge destructive ability. Ballistae and war ships act as mobile spawn points, with the ballista able to use huge bolts to shoot down enemy defences, and the war ship with the ability to ram through enemy sea defences alongside a top-mounted heavy bow to shoot enemies. The catapult can fire stone to knock down enemy walls bit by bit, or loaded with boulders or kegs to really do some damage. Heck, you can even load yourself to be flung over the enemy walls completely! Finally, the long boat can move quickly and very quickly bring down large enemy fortifications, simply by ramming into them… Of course, that requires a good few members on your team to all row the boat in the same direction.

And everything I’ve said makes for a hugely active, frantic battlefield. Games can go on for minutes, or over an hour, depending on how well the defenses are maintained and the tactics used. Games sometimes even end in stalemates, quite frequently due to the ground between enemy bases having been turned into nothing more than a gigantic crater due to the amount of explosions and damage. I mean, there’s nothing stopping you trying to make a bridge but there’s nothing necessarily stopping the enemy from using it, or setting it on fire…

And finally, as one last note, KAG has dynamic physics. That means, if a structure isn’t supported, it will fall, and kill anything immediately below it. So if that huge frontline wall is not only stopping your advance, but also protecting the entire enemy army behind it… Well, perhaps you could solve two birds with one stone and plant a gunpowder keg at the bottom, bring the wall crashing down on top of them… And probably you. But the rest of your team can then charge!

All in all, I absolutely love this game. Whilst it can get tiresome quite quickly, especially when a battle reaches a stalemate, the creative aspect and the simple but frantic combat makes for an awesome experience. My only real gripe comes from the fact that not enough people play it. Whilst you can happily hop on any evening and find a game, most people only play Capture The Flag, potentially only filling two servers to 75% of their 24 player capacity. Finding a game of Take The Halls, my personal favourite gamemode, is even harder. If there were more people playing this game, it would be constant, amazing fun. However, the game really has fallen on hard times and you can really only play what is available. The flip side of this is, there’s a very tight knit community, and even a few clans floating around that take part in matches. If you have a few pounds to spare, this is a great game to get and mess around on, even more so if you have a group of people you can play with. Highly recommended.

King Arthur’s Gold is developed by Transhuman. You can find it on Steam for £6.99, or you can get a four-pack for £22.99. Article written for Spirit of the Robot by Static.

King Arthur’s Gold – An example of a massively overlooked title