4/2/2023 0 Comments Spellforce 3 synergiesThe real-time strategy was pretty decent without being great and and the character development between battles was passable without being awful, but it was the timely changeover in pace and emphasis that worked so well. In short, there wasn't much subtlety to be found (the cover art was indicative of that), and the only reason SpellForce worked was because the area at which the two genres were tethered was so pivotal that even at their weakest structural points they cradled the other. Previously it was like a border wall existed between the two genres, in that you always knew exactly when you were passing from role-playing to real-time strategy. I'm not sure the balance between strategy and role-playing has shifted significantly either way for SpellForce 3, but the definition between the two gameplay styles certainly has been adjusted. There's been some debate among SpellForcerers, new and old, as to where exactly SpellForce 3 exists on the ol' RPG-RTS teeterboard, for while the original had a well defined 50/50 split, developer Grimlore has reportedly been keen to shift the balance more towards story and hero advancement, while many newcomers have been attracted by favourable comparisons with WarCraft 3 (which itself was derivative of the original SpellForce). The voice of Geralt of Rivia, Doug Cockle, plays good general/bad general Sentenza Noria, and while he tries hard not to sound too much like the White Wolf, inevitably he can't help himself - which is no bad thing. It's not just the story that borrows from The Witcher. There are obvious aesthetic overtones from Divinity: Original Sin, narrative nods towards the racial and class animosities that bridge The Witcher series, and map-wide elements of strategy that can be traced back to Dawn of War and Company of Heroes - all of which suggest that while the team at Grimlore Games might not have a huge body of work to its own, they've certainly been getting their influences in order. And while it's tempting to stick with Baldur's Gate and Age of Mythology, especially as they remain in loyal service thanks to their respective enhanced/extended editions, after a number of unremarkable expandalones and dutiful anthologies, SpellForce 3 feels like the first in the series eager to break free of binary influences. 'Baldur's Gate meets Age of Mythology' is the sell, and third time out for this particular series I'm committed to updating the labels of the imaginary Venn diagram for the benefit of those unfamiliar with the game's role-playing strategy formula. The old school RTS continues to gather strength, with help from some friends in high level places.ĭescribing a game as a mash-up of two other well-known titles is lazy, but you know what? It's fun and sometimes useful, as in the case of SpellForce. Gor also brings a nice amount of reactivity into the game. They're still savage as orcs are but they gave them a believable reason to be this way that forms the basis of their culture, and that helps make it less durr chotic evil and puts them more in the chaotic neutral alignment. Gor, and the Orcs in general, feel really well fleshed out and realized as a race. I can just pump Int on him which the Fire spells, the Fire Totem and Earthquake all scale off of so I can ignore Wisdom and not rely on a weak ice spell that scales off of Wis for AoE damage.Īpart from that, I really like his VA, and his writing is excellent. His skill set is very good and the Orcish Shamanism is a perfectly good complement for the Elemental skill tree as I've already mentioned. Having a run in with Sentenza and finally meeting up with Bertrand and seeing that he's alive and well That would've been some important stuff that would've gone by me had I just rushed the campaign forward instead of taking the time to do the side content.Īs for my favorite companion, it obviously has to be Gor.
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