King Arthur is dead and you, Mordred, died killing him. Now Arthur has cursed the afterlife. In order to bring peace to the island of Avalon, you must do what you do best: Kill Arthur – or rather, the variety of vile villains his soul has been twisted into. For those who were fans of Neocore Games' previous turn-based dark fantasy, King Arthur: A Role-Playing Wargame, the idea behind King Arthur: Knight’s Tale is very welcome indeed. Don't expect a retelling of the classical romances like Malory or cinematic depictions, but do expect your favorite Arthurian characters to appear in some twisted afterlife form, and for them to take part in battles between a handful of powerful knights and hordes of enemies using a rich combat system. It's a heck of a lot of game for what it is – a sprawling adventure that's perhaps too repetitive for its own good.
It's some 120 GB installed – a giant, unoptimized game that's charming despite, or perhaps because of, its rough edges. Within that it packs everything I expect out of the setting: rescuing fair maidens, slaying dragons, fighting giants – it's all here, all with a grimdark twist, spread across a strategy RPG that can easily eat up 70 to 100 hours of your time as you align with the forces present in Avalon: The Old Gods, Christianity, Righteousness, and Tyranny. Favorites like Tristan and Isolde show up, but Tristan is a rotting zombie now; Percival is here, but the Holy Grail quest can now never be fulfilled; and Gawain's out trying to do some faerie genocide.
What Knight's Tale gets right, just absolutely right, is the fantasy of being an armored knight. Your characters are, for the most part, tanks, and used correctly, they're like plows that tear furrows in crowds of enemies,
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