Review: Little King's Story

I went into GameStop earlier this week with the full intention of picking up a copy of Little King's Story. The amazing part of this little endeavor was that I did not know very much about the title, and yet I was still very much excited about it. The trailer shows a little boy, our king, running around with a small entourage of people following close behind him and various particle effects there in. Not much of an indicator of the game itself, or is it?
The game itself begins with a cute introduction. The opening cinematic follow a certain chalk board theme. Everything is kinda scribbly and blurry, like someone is drawing the sequences with sidewalk chalk. Not the most 'core gamer' aesthetic, but frankly I don't really buy into the whole tea-bagging, HDR lit, bloom filtered metal jock goblin thing anyway. The whole sequence really lets you know that: This game is light hearted, accessible and full of whimsy. That does not mean this game is intended for children. Thankfully, the hyper stylized animations do not carry over into the actual game play where the filtering could interfere with game play.
The game itself begins with our little hero finding a crown, and being labeled the one, true king (which our bull-knight has been looking for, for 35 years). A small group of people (and one cow) bow to you and you are saddled with the responsibility of taking care of around 10 "carefree adults". By carefree adult I mean someone with the skill-set of digging holes and being otherwise useless. You are to command these people to help improve and expand your kingdom using what can best be described as 'imperial force'. You do need to, of course, train some workers.
The game is essentially controlled with 3 basic buttons: Advance, Recall and Sort. There is movement and camera control but that stuff goes without saying. You can tell your forces to 'advance' on some target, with their action being contextual based on what they are advancing on. Tell a carefree adult to advance on a hole, and they will dig. Tell a soldier to advance on an enemy, they will attack said enemy. Simple right? I thought so too. It is quite an elegant system, although I would have liked to see point and click controls, this is the Wii after all. Recall (retreat) tells all your units to come back, and sort simply changes the order in which you send out your units. This is especially useful when managing multiple job classes at the same time.
As you advance you'll gain income. This income is used at first to build new buildings, upgrade units and otherwise expand your capabilities as the fledgling ruling class. This also unlocks more jobs for your "carefree adults". Buildings will allow you to train your units to specific job functions (sometimes at a premium). These units allow your carefree adults to become guards, carpenters, hunters, and a wide number of other job classes, each with their own abilities useful in conquering the world.
That is really the title in a nutshell. There are a few other minor details like quests and a little bit of story, but ultimately it comes down to click here, go there, attack that, take this. That is not to say the game is not fun. Quite the opposite in fact. The game play, which I'm going to describe as 'concise' really makes the game easy to maneuver and enjoy. I was absorbed for no less than 3 hours after putting the game in the system, attracting two spectators that all agreed that the game is cute and engrossing.
I'm going to speak on the bad points of the game. There are always a small handful of issues that crop up in any title. As I mentioned before the game suffers from a lack of point and click controls. This, I'm sure, was not really an oversight in the game's development, as it is more likely due to the fact that the game doesn't really have any path finding to speak of. The units follow you by simply walking straight to where they need to go. If you walk up a set of stairs a little bit funny, your units will almost always get stuck on the side and helplessly try to run into the wall. This is easily my biggest complaint of the title. Units cannot avoid obstacles.
The second issue, also a small one, is that the game has a very start-and-stop momentum. The game initially starts out with your king simply not having enough time in the day to cover all that he needs to do. You're killing bosses, buying buildings, or treasure hunting and it is awesome. Then, suddenly you realize that new building you want you can't afford, you're out of quests and you've already cleaned out all the little gold filled holes around the kingdom! Now what? Well, you sleep, and then you poke some mushrooms and hope they drop some pocket changes. The change is so abrupt you almost feel like you're overlooking some new, money making scheme.
I'm not going to say that is a bad thing. No game can maintain that initial momentum, and frankly i have a feeling that it is simply the game covering introduction tutorial too quickly. Units, while stupid, will do EXACTLY where you tell them to, even if that means charging head first into a wall. Want them to go up stairs? Tell them to go up stairs. Don't hope they'll do it on their own. Game momentum? Well, prioritize your purchases and don't just buy a bunch of farms because they are cheap. That is my advice.
9 out of 10







