Developer Deep Red has crafted a sequel to the classic Risk game that adds many enhancements to the original. Along with multiple viewing options, a global 3D tactical overview, cinematic battle sequences, challenging AI, a variety of multi-player options and much more, Risk II offers players the chance to play the classic Risk boardgame in an electronic format with new twists.
The world is at war, and you are in command of enough armies to begin your quest to conquer the globe. You will need to organize your forces and survive the conflict through strategy, cunning, ruthless decision-making, alliances, betrayals and luck. In Classic Risk, you have access to all the features and elements of the original board game plus a few new ones. You can win at Classic Risk in three different ways: dominate a percentage of the world by conquering territories 60, 80 or percent , capture enemy capitals or complete a secret mission.
With Same Time Risk you are freed from turn-based gameplay as all players can carry out actions at the same time. This mode utilizes a modified battle system that allows up to seven armies to simultaneously attack a single territory. A new dice mechanism has also been added that allows for a larger variety of outcomes.
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Although a brief description of each computer opponent is provided in the manual, a multimedia reference feature would not have gone amiss. Generally speaking, I have to say that I have found the AI to be strong and challenging, particularly with the more 'experienced' opponents. AI players like Campbell and Spencer present a far greater challenge than the likes of Freire and Solignac.
I have yet to be convinced of how well the AI players utilise their long-term memories as there are simply too many gameplay permutations to accurately assess this in the relatively short time I have been playing.
A common strategy utilised by the AI is the concentration of forces in one or two territories and stand-offs can be quite common as a result. Somewhat confusingly, the AI seems rather passive during multiplayer hot seat games.
I've no idea why this should be, as there doesn't seem to be any sense in using different AI code for this mode of play.
My biggest single disappointment with this release is the relatively limited scope of the game. There are only 48 territories to fight over in total.
The 'Ultimate Risk' variant from Hasbro Interactive's version offered no less than territories, with up to in play at any one time! The 'Ultimate Risk' variant also offered extended gameplay features such as topographic and meteorological conditions, forts, fatigue, disease, active generals, POWs, multiple tactical moves and 'Blind Risk'. Additionally, a number of pre-set historical scenarios were provided.
Overall though, I have to say that the positives easily outweigh the negatives. The 'Same Time Risk' mode offers more challenging gameplay and can result in some novel situations when several players each decide to attack the same territory.
Though somewhat narrower in scope, Risk II is a highly polished product and far more accomplished than its predecessor. I would rate it amongst one of the better board game conversions I have played.
The slick, if inappropriately modern, interface provides easy access to a mass of information and statistics and the choice of sixteen individually profiled AI opponents provides plenty of adversary choice. And I just don't seem to tire of those endearing BattleView animations. Screenshots from MobyGames. Wondering 0 point. When I'm defending with 2 armies left, only 1 die gets rolled. I'll just roll with it I guess. Missed this game. ZIP 1 point. Uriah -1 point.
Uriah 0 point. Danny -1 point. Make sure you've typed the name correctly, then try again. Stuck 1 point. Game just randomly crashes when AI places reinforcements, anybody know a work around?
Nicky 1 point.
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