Ok, so Hex Empire 2 Game has not yet been developed, but why not read about some desirable features we'd like to see included in this future sequel, or play one of our other Tower Defense Games below:
Hex Empire 2: Gathering thoughts for features we’d like to see in a sequel
Game’s got Sass
Games are simply too polite these days. They take your hand and walk you through step-by-step tutorial with softly-worded guidance notes, patting you on the back for getting to grips with the fact that the forwards arrow makes you walk in a forwards direction and practically hi-fiving you for learning how to open doors. I never got a certificate and a rosette for learning how to walk, so why should games treat you like you’d forget to continue breathing if it didn’t tell you which button controls the contracting and relaxing of your diaphragm? Hex Empire doesn’t have time for all this molly coddling: the act of merely quitting the game to go grab a cup of tea is met with the provokingly condescending message of “It’s too hard for you, isn’t it?”, mocking your attempted capitulation as if it doesn’t even need you to play it to know that it is brilliant. This inherent confidence in the game’s capacity to challenge you is exactly why we need a sequel, the possible features of which I wouldn’t mind putting forward below, if only as an exercise in basic listology.
The Sweet Pain of Campaign
The hexagonal standoffs and polygonal skirmishes of the original are a work of strategic brilliance and an exercise in supremely effective simplicity that is very rare in strategy games, but instead of simply picking sides and commandeering successive hexagons with an AK firing from the hip, how about a campaign mode to really add some purpose to what is an extremely effective gameplay mechanic? Splitting up the gameplay into a series of discrete expeditions which follow a certain storyline that changes and evolves depending on the victors in each battle could be a way to shake things up a little.
Let’s Go Global (Integrated Multiplayer)
A quick Google search of ‘Hex Empire 2’ drags up a few sites claiming to have such a title in their collection of otherwise sorry-looking games of flash-powered mediocrity, but it soon becomes clear that no true sequel of this name exists, with only a multiplayer add-on masquerading as a true sequel. What I’m trying to get at in a very roundabout way is the next Hex Empire could do with an integrated multiplayer mode accessible from the main menu and giving us all of the features we would expect of the main game, only on a paying field that is quite literally populated by the entire world (of Hex enthusiasts, at least).
A Level of your Own
The generating of random terrain layouts in the original Hex Empire is a significant part of the fun, and also plays a huge role in your strategy for each level, forcing you to adjust your tactics or perish. This complete randomisation of terrain is crying out to be balanced with a level creator, allowing you to have complete control over the placement of land, sea, and capital cities in your very own hand-assembled levels. With the advent of an incorporated multiplayer in Hex Empire 2 these levels could then also be shared or stored in a database for all to play, bringing the community of Hex fans closer together in order to compare and contrast their level designs and tactics.
Improved I.Q for A.I
Thought the randomly-generated levels cannot be readily predicted, the A.I of the computer, while initially a test of your strategic capacity, eventually follows a series of set patterns that can be easily learned. Once you have observed the A.I for long enough, you can learn its behaviours in any given situation and win a battle fairly easily. Of course, with multiplayer, the factor of A.I is removed from the equation, but in order for a provisional campaign mode to be effective, the A.I would need a little improvement, particularly when invading from the water, an act which seems to confuse it quite substantially. A sharpening of the A.I would make it more difficult to predict its behaviour by simply learning the behaviour of the morale and troop- generation mechanics.