iPhone: Knights of Pen & Paper 2 review

pp2For a couple of years now I’ve been a huge fan of a weird little mobile game called Knights of Pen & Paper. It’s a turn-based RPG in which you form a party and go on various quests and level up, with the twist that your party are roleplayers sitting around a table while a visible GM provides flavor text and runs the campaign. KoPP didn’t have the most engaging combat system or even the best spelling/grammar, but it made up for it with the variety of classes, the quirky humor (which was forever lampooning RPG tropes and geek culture), and the adorable pixel art.

Knights of Pen & Paper spawned a new edition (the +1 edition) and a Halloween DLC pack. I have yet to beat it all, but I’m still gamely plugging away at it.

So naturally I flipped my lid when Knights of Pen & Paper II came out a week or so ago. Let me tell you, if I have had my phone out since then, it’s probably to be playing this. Super addictive.

In my opinion, KoPP2 takes the formula of the first game and then vastly improves on it, starting with higher resolution pixel graphics (which I approve of except in the case of the character art — I actually prefer the original game’s look). Then there are tons more choices, particularly with character builds. This time around you can pick a combo of the player (jock, goth, exchange student, etc.), race (dwarf, elf, human), and class (warlock, paladin, etc.), each of which has their own strengths and utility. For example, I found a three-handed sword in my travels that had great stats, but could only be wielded by someone with three hand slots (which right now is the jock). So I rolled up a jock paladin just to use this awesome sword.

The story, such as it is, has the players investigating a land in turmoil after a “Paper Knight” from the second edition is causing havoc in a first edition world. Mostly, it’s just a good excuse to engage in countless battles against the weirdos of the world, including Fowlbears and algebraic formulas.

There is a lot of criticism being leveled against KoPP2 right now on the forums for being short and somewhat buggy. That may be, but it’s also so much more engaging than the first game. I love the added options to investigate areas for bonus loot, the occasional choices, the use of a three-stat system for die rolls, and especially the synergy. There is a ton of synergy going on between classes and gear, and a careful player can set up devastating combos.

For example, my thief throws out a multi-target fan of knives as one of her skills. But that will hit for double if the target has a debuff on it, so my thief and paladin both have skills that hit multiple mobs with debuffs. Then I gave my thief trinkets with more status effects, so she’s hitting double and causing burns and wounds. It’s awesome.

Combat is a lot smoother here too, especially as skill icons have been moved to the main screen instead of hidden in a menu. The first game more or less encouraged you to use AoEs extensively, which made every encounter identical. Now there are more valid skill choices, especially with combos and depending on the situation, and the fights seem to go faster. I like how much the choices of gear and weapons come into play, because you can really customize a character in a way you couldn’t in the first game.

While multi-room dungeons were sort of present in the first game, they are more prominent here. You basically choose a room to move to and experience an encounter (fight, treasure, trap, or something else). The trick is that you can’t rest while you’re in the dungeon, which can make it tough to beat if you don’t have healers and energy renewers.

Another cool addition with KoPP2 are the monthly “Modern Dungeon” magazines that can be accessed from the menu. Right now May’s magazine offers a read on the undead, but more importantly, some trinkets, a class, and a player that can be unlocked for with in-game gold. I’m anxious to see how the monthly magazines help to expand the game.

KoPP2 may be silly and irreverant, but it continues to do a fun job of recreating a weird tabletop roleplaying experience on the phone. I definitely recommend it.

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One thought on “iPhone: Knights of Pen & Paper 2 review

  1. tsuhelm May 20, 2015 / 12:31 pm

    I would love to play this… but I do try and avoid addictive mobile gaming… (Not having a mobile at the moment helps!)

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