You get at most three or four pictures to choose from when building your hero, depending on race, and they all seem gender specific. There is very little art available to accompany your hero creation. I also have a bit of a problem with the unfinished feel of the hero interface. At these levels, it becomes more of a celebrity deathmatch than a RTS wargame. When you play these people, they simply rush you with their hero, destroying your land before you have a chance to do anything. They have no doubt spent countless hours racking up experience points in single player mode, and now have hugely powerful heroes. The only game-intensive negative aspect to hero development is that online I have found a lot of players that play based on the strength of their hero. You might be facing an archmage with a bevy of spells that can fry you at long distance but who can be killed easily if you get close enough, or you might be up against a barbarian that can wade through your ranks unscathed and is better fought with flying armies or archers. While you can become an expert at knowing what type of armies you will face if you play the game enough, you never really know how an enemy hero will be configured. This is pretty interesting because when you play online you are going to go up against other enemy heroes as well as their armies. Eventually you can create a character that has access to very powerful spells, is good in combat and gives substantial bonuses to nearby armies. As your hero wins battles they will be awarded experience points that can go into character development. This is where the role-playing element comes into play. In Battlecry you start by designing a hero that will lead your armies into battle. The game is a jack-of-all-trades and really a master of none. And in trying to be all things to all people, I think Battlecry ends up not really pushing into any one area. Reinventing a game from turn-based to RTS is hard enough, but SSI also tried to add role-playing elements into the mix. I admire what SSI tried to do, but it seems they tried to do a bit too much. The real-time game is slightly better than the average RTS, but it does not even approach the top of the genre heap, something the other Warlords games did for turn-based strategy. Battlecry sort of comes up between the two extremes. Some game series do it well, while others end up mere shadows of their former greatness. The move from turn-based to real-time is a tricky one. So it was with some expectation that I delved into the world of Warlords Battlecry, which is the newest real-time addition to this wonderful series. The Warlords name has always meant a solid turn-based strategy experience.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |