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Saturday, May 26, 2001

Majesty: Be king for a day

By Jim Overly
Cyber Exchange

Majesty is yet another real-time strategy game, but wait, this one’s different, really! It may look similar to other real-time strategy games, but there is a twist. You’re the ruler of an emerging empire that needs your guiding hand if it is to succeed. Money is the only resource in the game. So far, it sounds straightforward. The catch is you do not have direct control over any of this world’s inhabitants. That’s right, no control. So how can anything be accomplished in the kingdom if the townspeople get to do whatever they feel like?

This is where the fun begins. There may be no direct control of the people but the decision on how to spend the kingdom’s money and establish a town is all yours. The money comes from a set amount at the beginning of each scenario and then from the income of each building and its inhabitants.

The townspeople seem to react with the same greed as most people do. Money makes the kingdom go round. Heroes make money by collecting it from killing monsters, looting graves, and exploring ruins. This money is then spent in the town at the different buildings; gambling, buying weapons, drinking. A proper-looking tax collector is sent to each building and collects the tax that has accumulated since the last visit.

The longer between the visits, the more money collected. Finally, the tax collector returns to the castle with the money for his majesty to spend on more buildings. Get the idea?

Each building has its unique characteristics and upgrades. After constructing any of these buildings people begin to show up in the town. Build a guard tower and guards start to walk about; build a hero’s guild and summon a hero, and presto, a hero walks about. Other buildings include an inn where people can rest and heal, a blacksmith where weapons and armor are purchased, a market to purchase potions, even a place to gamble. The inhabitants of the town will take advantage of any buildings that are present. There are a few buildings that crop up on their own. The cemetery appears and fills as heroes die, a sewer entrance appears as the town grows. Be sure to watch the town closely; many small details appear throughout the growth and prosperity of the town.

However, nothing happens right away. Place a building on the map and there is a wait before peasants come from the castle to start building. Need an area of the map explored? Place bounty flags there and wait for a hero to explore to collect the bounty. Bounties can even be placed upon a monster’s head, making that monster a more attractive target and sometimes more quickly dispatched.

Using money to entice the heroes to complete certain tasks is the only way to reach a particular goal. Sometimes it brings a feeling of helplessness. After all, what good are 10 heroes if they are all out exploring and a Minotaur is terrorizing the town? (Remember, no direct control.)

Now it wouldn’t be a game if some kind of monster weren’t trying to tear down everything your majesty has worked so hard to build. Here there is not much new; the kingdom plays the good guys, evil monsters the bad guys. Whoever kills more of the other usually ends up being the winner, although some of the audio clips of each unit can be amusing.

There is much simple fun to be had in Majesty. The game has humor and a cuteness that helps a person to identify with the characters and the kingdom. Watching the townspeople go about their daily lives seemed, somehow, majestic. Having no direct control over what the people did is a nice twist to playing king (or queen). In the end, though, Majesty is quite simple with no real depth to it. The scenarios were linear and straightforward. There may be uniqueness to its approach to the real-time strategy format, but it does not reach the height of a truly great game. I did enjoying playing the game and still go back to build a town from time to time, but compared to what is available in games today, I can only give it:
Gaming Goodness — thumbs up (marginally).

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