
A solid tactical game.
Some people compare it to Heroes of Might and Magic, but it's important to understand that in this comparison, they're not referring to the standard version, but rather the Firaxis-developed, simplified version for casual players – the only one they've seen. Here, instead of a simplified two-action system, there are normal Action Points, allowing you to perform any number of actions in a turn, move in any direction, and combine them in various ways. It's almost absurd to even think about, but after the degraded two-action system that even indie games have adopted, this feels like progress and a step towards a rating above average.
As for the combat itself, given the setting, it's mostly melee-focused – knights clash with swords and axes, using abilities like in Dota; some are mages or archers, but they primarily serve as support; I haven't tried it, but I think you could build a ranged squad if you wanted, but it wouldn't be quick, and it might not work well on some maps.
Regarding random elements, they are limited to the damage range of some weapons and occasionally the resistance of units to debuffs; otherwise, all hits are registered. Essentially, combat boils down to positioning, breaking armor/tanking, methodically cutting down enemies, and managing ability cooldowns. On one hand, some might find this less dynamic or intellectually stimulating than running around like crazy from one point to another in Heroes of Might and Magic, searching for a shield and wasting the second action with a 95% chance of missing, because that's how the engine is scripted. However, I think this feeling only arises because in melee combat, there are inevitably moments when a couple of your heavy knights stand in a crowd of enemies for two or three turns, trying to break through. In reality, these elements seem quite balanced. It's also worth adding that in Heroes of Might and Magic, players mostly run from one point to another not because it's interesting or a strong move, but because the games are specifically designed with enemy reinforcements and timers for side quests, calculated by the developers to make the player rush from the starting point with a full movement action and dramatically press a lever at the last moment, receiving a small reward like a rat in a maze. In Arthur, there are a few such elements, but they are very rare and implemented in a much more reasonable way – no one ever forces you to rush to your death, doesn't deprive you of additional rewards if you don't succeed, and always gives you the opportunity to play the map at your own pace.
Perhaps the only thing that evoked mixed feelings was the Dota-like abilities with cooldowns. I despise them in Heroes of Might and Magic and consider them a tasteless element, but here, without them, it would be a bit boring and wouldn't allow for the implementation of some basic mechanics. To be more specific, all player units are named, divided into several classes, and have different active and passive abilities. At the beginning, they are un-upgraded, so in the early and mid-game, the gameplay is more focused on melee combat, with few skills, they are not upgraded, and they perform a rare support function. In the second half and closer to the end, the protagonist and his companions gain many skills, half or more of which are various ranged attacks, and the focus shifts more towards abusing them, because, for example, in one turn, you can remotely kill several weak enemies, in the second, you can use another skill, then attack a couple of times, and the cooldown on the first one will be ready. In principle, this is compensated by the number of enemies and their strength – the difficulty curve is normal here; you feel the strength of your heroes and the increasing strength of the enemies, and you rarely encounter scenarios where you simply stomp on everything. And you can't completely rely on ranged attacks – you still continue to fight in melee, even more than before, but the emphasis of what's happening shifts proportionally to the upgrades, and I would have made this shift smaller.
The maps themselves are not procedural but hand-made, and there are many of them, which is good. A couple of times, there was a feeling of repetitive gameplay, but it quickly faded away because new knights appeared, or new tiers of abilities were unlocked, expanding tactical possibilities, or new enemies were introduced, or an interesting mission started, or you found some cool loot, or you built something new in the castle, or you unlocked a new point on the political compass – in general, they provide a steady stream of things to keep you engaged.
Regarding the last three elements, these are the management aspects outside of combat.
Random loot is found in missions or can be purchased in the castle from a merchant; the assortment is updated periodically. The items and stats are not overloaded with meaningless modifiers, but they don't look primitive either – it's a good balance.
Castle building is cool, but it's a bit lacking – in my opinion, it could benefit from more content (laws, orders) and more buildings with different effects. But it's better than nothing.
The moral compass is cool, with scales for traditionalist-Christian and just-tyrant, each quarter unlocking missions to recruit specific heroes and providing unique bonuses. It's upgraded by your choices in random events and missions. They say that this was in previous Total War-like games about Arthur from this company, but I haven't played them. Here, I played as a tyrant-traditionalist, and I can say that the abilities are good, but out of the five recruitable units, I only used Dagunet periodically (solid) and a few times used Bedivere to fill a gap in the squad (not very good – specific, but not the skill set I would want to see for that class), while healing or running around in events, Balin (top guy, in the second half, he's a killing machine. In terms of skill set, he's second only to another recruitable vanguard, but it's practically impossible to increase his loyalty, and he's not comparable in terms of appearance/voice acting/character).
I'll also add that I liked the choice of the protagonist (not Arthur) and the related storyline.
In conclusion, the game weighs 130 GB and has about half a dozen patches, one of which weighs 10 GB. Theoretically, you can play version 1.0, and I played a few missions like that, but you immediately see bugs, and some of them are so obvious that they shouldn't have slipped through even the most basic testing. So, I updated to version 1.6, and I didn't notice any problems after that.