Things can never go perfectly in a fairytale fantasy world - only in the past, or after the ending, do things get normal and good. So, naturally, in For the King 2 the brave queen Rosomon of the first game has fallen to the evils of chaos, and over a series of five adventures your team of erstwhile heroes strike out to explore their hexagonal world, get stronger, and for a resistance to the queen by scouring little linear dungeons or defeating notable foes. The sometimes-whimsical, often challenging quests take you across a variety of terrain and turn-based combat scenarios, smoothly aided by very functional, simple game mechanics, but the whole thing is hindered by a user interface that fails to communicate even very simple information clearly. For everything nice in For the King 2 there's some irksome way the UI impedes it.
Each adventure takes an average of about six hours, for a total run of about 30, but fail any one of them by running out of time or lives and it's over. You'll have to start from the beginning of that adventure. This review took about 40 hours to actually win, for example, due to a combination of some unlucky stat rolls and a couple of brutal critical hits scored by enemies depleting that limited pool of revives. It sounds unforgiving, but the difficulty is extremely customizable in lives, time limit, and your access to better items – which is to say that while losing can be very frustrating, you at least chose the possibility of loss. That’s little consolation when you're out five hours of gameplay, though – that comes in the form of lore points, pretty typical roguelite fare used to unlock new characters, items, locations, events, and cosmetics for future runs.
For the King 2 is basically a tabletop
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