At least, if there are any other decisions made by the enemy AI, I certainly didn't notice them. The AI provides no differing challenge aside from the "build up a big army and then attack the player's base" routine. In fact, there are very few surprises in any aspect of the RTS portion of the game. ![]() So there are some differences, but there aren't going to be any surprises for veteran RTS gamers here. For instance, one level challenges players to take out some worker undead that are transporting crystals before the enemy encampments can really be engaged. Eventually the enemy encampments will have to be taken out while various mission goals are taken care of along the way. Three different resources must be harvested by workers, buildings have to be constructed, and military units have to be trained. There aren't any real differences in how units are created or how bases are constructed but unit abilities are different enough to allow players to adapt slightly different play styles. The Realm has healers and strong archers, the Clan has some of the strongest units in the game, and the Pact has deadly shadow units that cause extra damage when able to attack undetected. There are three different armies to try out, each with different abilities and advantages. For all intents and purposes, RTS conventions are pretty much fully intact. In almost every map players will have to turn their skills away from the micromanagement of heroes to the large scale management of camps and armies. It makes completing quests phenomenally easy as long as you don't mind the occasional load time and is very much appreciated. Once a dragonstone has been lit, players can simply click on its name in a map list to travel there, even if it's on a different island (map) that's already been visited. In fact, Phenomic has made it quite easy to get around the world to places that have already been visited. Thankfully, these types of quests will also be made easier with destination points on the mini-map so there isn't too much wandering around. Some of the fetch quests can be dull but most of them will push the party out into dangerous territory for a little exploration. The quests also range in how enjoyable they are. Quests range from fetch quests to hunting down and killing old enemies of new friends and more. Experience for heroes is gained through completing quests, which encourages players to travel down the less violent path and help some people out, or killing some of the larger monsters in the world. Should all the heroes croak, it's still possible to revive them via the Altar of Life. Should any of the followers be struck down in battle, it's possible to revive them thanks to the dragon blood. The main character, created by the player, will do all of the talking, be the center of the story, and become more powerful than the followers. Shaikan characters will comprise the main party including the main hero. It's a good gameplay feature that does add to the enjoyment and plays well into the quick action the game provides. There's much less worry about finding and selecting the right hero and then targeting an enemy in time to cast a spell. Having a list of all of the heroes with all of their spells is simple and effective for combat. Should an enemy target be selected, skills and spells that can affect enemies will be listed for use. When friendly units are selected, skills and spells that can affect friends will be highlighted and can be used with a click of the mouse on the ability icon. Portraits of each of the heroes display in the upper right corner of the screen. Controlling all of the heroes is very easy thanks to the Click & Fight system. By the end of the game you can have a group of heroes sent down similar paths originally that have much different specialties. ![]() Phenomic has done an admirable job making the character building experience fun with both skill and visual options. The development of heroes provides the punch and support that a successful army needs and there are plenty of bits where armies aren't involved at all creating a very Dungeon Siege-like gameplay style. Both the RPG and RTS elements are of equal importance to the gameplay. It's a much easier system to deal with than the Runes of the first game but similar enough that players won't be confused. Rune warriors have been replaced by the Shaikan who share their blood with dragons basically making them powerful and near immortal. There are some nice touches with the background of the universe that are consistent with the first game including the broken, island bound, world that make it a tad different. The story is pretty typical fare for an RPG with orcs, elves, dark elves, a powerful force that needs to be destroyed, magic, and more.
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