- Release Year: 2009
- Platforms: Windows
- Publisher: Strategy First, Inc.
- Developer: Mascot Entertainment
- Genre: Strategy, Tactics
- Perspective: Diagonal-down
- Game Mode: Single-player
- Gameplay: Point and select, Real-time strategy (RTS), Unit control
- Setting: Fantasy, Prehistoric
- Average Score: 62/100
Description
BC Kings is a real-time strategy game set in a unique fantasy-prehistoric world. The game follows the epic story of the hero Mradin and his companion Giesnik, blending traditional RTS elements like resource gathering, army training, and base building with adventure and role-playing components. Players can undertake side quests to earn Shell-coins for character upgrades while unraveling ancient mysteries, including the purpose of Stonehenge and the legend of the Yeti. The game features a story-driven campaign, 63 unique units, 32 buildings, 84 technologies to research, and 8 magic spells.
Where to Get BC Kings
Patches & Mods
Guides & Walkthroughs
Reviews & Reception
p2pgames.blogspot.com (63/100): A classic RTS big on nostalgia but short on innovation and features.
BC Kings: A Relic of Ambition in the RTS Stone Age
In the vast, stratified fossil record of real-time strategy games, most titles are neatly categorized as genre-defining titans or forgotten also-rans. BC Kings, a 2009 release from Hungarian developer Mascot Entertainment, represents a more complex specimen: a curious, flawed, yet undeniably earnest artifact that attempted to carve its own niche in a landscape dominated by giants. It is a game that embodies the spirit of indie development—a bold vision constrained by budget, scope, and the immense shadow of its predecessors. This is the story of a prehistoric saga that dared to ask, “What if Warcraft III was set 10,000 years ago with dinosaurs?”
Introduction: The Echo from a Forgotten Cavern
Emerging in the late 2000s, when the RTS genre was being reshaped by titles like Company of Heroes and StarCraft II, BC Kings was an anachronism. It was a deliberate throwback to the classic base-building, resource-gathering formulas of the early 2000s. Its thesis was simple yet ambitious: to blend traditional RTS mechanics with light role-playing and adventure elements within a unique prehistoric-fantasy setting. While it ultimately failed to achieve the polish or recognition of the genre’s hallmarks, BC Kings remains a fascinating case study of international indie development and a cult object for players who appreciate its peculiar, unvarnished charm. It is not a great game, but it is an unforgettable one, a testament to the passion of a small team reaching for something just beyond their grasp.
Development History & Context
The Studio and The Vision
BC Kings was developed by Mascot Entertainment, a Hungarian studio with a modest portfolio. The credits reveal a notably small, familial core team, with Marcell Baranyai handling programming, 3D graphics, and even voice acting, while Gabor Baranyai contributed to both 2D and 3D art. This suggests a development environment built on multi-tasking and limited resources. The game was published by Strategy First, a company known for distributing a wide array of strategy titles, often from smaller European developers.
The creators’ vision, as gleaned from the official descriptions, was to create an RTS that was more than just “gathering resources, training an army and defeating the enemy.” They sought to inject “adventure and role-playing elements” into the framework, centering the experience on a story-driven campaign with named heroes, side-quests, and a focus on unraveling mysteries.
Technological and Industry Landscape
Released in 2008/2009, BC Kings arrived at a time when PC gaming was rapidly advancing. The system requirements—a 1GHz processor, 512MB RAM, and a DirectX 9 compatible card—were modest even for the era, placing it firmly in the budget category. The game’s custom engine produced visuals that were compared by contemporary reviewers to Warcraft III (2002), a title six years its senior. This was not a game designed to compete on a technical level with AAA releases; it was built for accessibility on low-end hardware.
The RTS landscape at the time was bifurcating. On one hand, you had highly polished, narrative-driven sequels like WarCraft III: The Frozen Throne and the upcoming StarCraft II. On the other, the genre was experimenting with new forms, from the tactical realism of Company of Heroes to the vast scale of Supreme Commander. BC Kings consciously rejected these trends, opting instead for a comforting, if outdated, classicism. It was a game out of time, appealing to a specific nostalgia for the RTS games of half a decade prior.
Narrative & Thematic Deep Dive
The Plot and Characters
The campaign is “built around the epic story of the brave hero Mradin, and his trusty old friend Giesnik.” Set in a prehistoric age where humans coexist with dinosaurs and other fantastical creatures, the central conflict pits the Humans against the Mutants, a race implied to have arrived via a meteor “thirsting for the flesh of living beings.” This B-movie premise serves as the backdrop for Mradin’s journey.
The narrative attempts to weave in grand, pseudo-historical mysteries, promising to reveal “the purpose of Stonehenge and the mystery of the Yeti, and much more…” This ambitious, almost conspiratorial approach to world-building is one of the game’s most distinctive features, aiming for a tone that is both epic and pulpy.
Dialogue and Themes
Player reviews note the presence of “Neanderthal unit acknowledgements,” fitting the setting but likely limited in variety. A significant hurdle for the narrative’s delivery was the issue of localization. A contemporary review from P2P Games highlights “confusing translation errors” that impacted gameplay, such as a building called a “toolwork” that was actually a researched “workshop.” This linguistic friction undoubtedly hampered the immersion and clarity of the story being told.
Thematically, BC Kings explores classic tropes of survival, tribalism, and the confrontation with the unknown (or alien). The use of “Shell-coins” earned from side-quests to upgrade heroes introduces a simple economic and progression theme, tying the RPG elements directly to player agency and character growth. It’s a straightforward tale of good (Humans) versus evil (Mutants), dressed in furry loincloths and set against a backdrop of anachronistic mysteries.
Gameplay Mechanics & Systems
The Core Loop and Innovation
At its heart, BC Kings is a profoundly traditional RTS. The core loop involves:
* Resource Gathering: Collecting wood, stone, bone, and food from fixed caches across the map.
* Base Building: Constructing houses (for population cap), barracks, factories, research labs, and defensive structures.
* Unit Production: Training a familiar assortment of melee, ranged, mounted (on dinosaurs), flying, and magical units.
* Tech Tree: Researching 84 technologies to improve units and capabilities.
Its primary innovation was the integration of RPG-lite elements:
* Hero Units: Mradin and Giesnik are persistent, levelable characters who gain new attributes and equipment.
* Side-Quests: Optional objectives within campaign missions reward players with Shell-coins.
* Character Progression: Coins can be spent at shops to permanently upgrade hero stats and abilities, a clear nod to Warcraft III‘s item shops and hero progression.
Another unique, if flawed, feature was the use of multi-level maps. Missions could span several interconnected maps, requiring players to move units through portals. While intended to create a sense of a larger world, this design was criticized for inducing loading screens and feeling “gimmicky” compared to a single, seamless large map.
Combat and UI
Combat is standard RTS fare, but it lacks refinements that had become commonplace. Notably, the game lacks an attack-move command, a critical feature for managing large armies. Unit AI was also cited as problematic; units set to a defensive stance would often wander off to attack neutral wildlife, creating constant micromanagement headaches.
The user interface was functional but clunky. An “idle worker” indicator was present, but a single click would zoom the camera to the worker instead of simply selecting them, forcing the player to manually scroll back to their original position. The presence of hostile dinosaurs that spontaneously spawn near resource nodes necessitated escorting gatherers with military units, a unique and interesting strategic consideration.
Content and Modes
- Campaign: A 12-mission story mode that was considered “on the short side.”
- Skirmish Mode: Play against the AI on random maps with customizable attributes like difficulty and terrain.
- Multiplayer: A significant drawback was that multiplayer was LAN-only, with no online matchmaking. This severely limited the game’s longevity and community potential in an era defined by online play.
World-Building, Art & Sound
Visual Direction and Atmosphere
BC Kings presents a “diagonal-down” perspective on 3D environments divided into four themed areas. The visual style is unapologetically retro, with blocky character models, simple textures, and animations that would not have been out of place half a decade earlier. The art direction attempts to sell the prehistoric-fantasy concept with villages of huts, tribespeople in furs, and units riding dinosaurs like the “Swordosaurus.” While it fails to achieve visual splendor, it successfully creates a cohesive, if low-fidelity, atmosphere. The world feels ancient and untamed, populated by both mundane and mythical creatures.
Sound Design and Music
The audio landscape is a similar mix of ambition and limitation. The soundtrack, composed by Arpad Sigmond and Gergo Puss, was described in a player review as “quite pleasing,” providing appropriate tribal and adventurous themes. Sound effects are serviceable, with the aforementioned “Neanderthal” unit responses adding to the setting. Voice acting, handled by developer Marcell Baranyai, was likely limited in both scope and professional polish. The sound design does not elevate the experience but supports it adequately, never detracting from the core gameplay.
Reception & Legacy
Critical and Commercial Reception
BC Kings was met with a resounding silence from major gaming publications. It holds a “Not Yet Reviewed” status on Metacritic, indicative of its lack of mainstream coverage. The few contemporary reviews that exist, like the one from P2P Games, awarded it a middling 5/8, praising its “solid mechanics” but criticizing its lack of originality and numerous technical flaws.
Commercially, it was a footnote. Sales data from VGChartz is virtually non-existent, and its primary life has been on digital storefronts like Steam. On Steam, it holds a “Mixed” rating (63% positive from 180 reviews as of its release window, later settling around a Player Score of 62/100 from 204 reviews), a testament to its divisive nature. Players either appreciated its old-school charm or were frustrated by its archaic design and bugs.
Evolution of Reputation and Influence
Over time, BC Kings has transitioned into the realm of abandonware curiosity and a cult classic. It is a game discussed in niche communities and retro gaming circles, often found in bundles like the “Strategy First Complete Pack.” Its reputation is that of a flawed, ambitious oddity—a game that tried to be a AAA RTS on an indie budget.
Its influence on the industry is negligible. However, it stands as a representative of a bygone era of European indie development, where small teams could still get a boxed product onto store shelves via publishers like Strategy First. It exemplifies the challenges of localization and the immense difficulty of competing in a genre with established, high-quality benchmarks. In many ways, it paved the way for nothing, and that is precisely what makes it historically interesting; it is a snapshot of a developmental path not taken.
Conclusion: The Verdict of History
BC Kings is not a good game by conventional metrics. It is derivative, technically flawed, and missing quality-of-life features that were standard at the time of its release. Its campaign is short, its multiplayer is crippled, and its attempts at innovation are often more frustrating than fulfilling.
Yet, to dismiss it entirely would be to ignore its palpable heart. The Baranyai brothers and their small team crafted a world with a distinct, if clumsily executed, identity. The fusion of RTS and RPG elements, the commitment to a bonkers prehistoric-mutant-alien storyline, and the sheer earnestness of its creation command a certain respect.
Its place in video game history is not on the main stage, but in the archival wings. BC Kings is a fascinating artifact: a testament to the global reach of game development, a reminder of the genre’s rigid formulas, and a lesson in the perils of over-ambition. It is a game for the historian, the connoisseur of oddities, and the player who can find beauty in a diamond in the rough, even if that diamond is just a curiously shaped piece of granite. For everyone else, the kings of this particular BC remain dethroned, their rule a brief and forgotten footnote in the annals of strategy.