Fans of SSGs great turn-based Warlords fantasy series were
taken a bit aback when it was announced the next game in the series would be real-time. Great, the hardcore muttered, just what we needanother
Warcraft clickfest clone. Well, Warlords: Battlecry is here, and frankly the turn-based
crowd had it at least partly right. Though there are some surface similarities to the old
Warlords games, Warlords: Battlecry has much more in common with Warcraft or even
Starcraft than it does with Darklords Rising. It doesnt wander far at all from the
established gather/build/battle RTS conventions, and while the games emphasis on
heroes lends a certain RPGish patina to the proceedings, nobodys gonna mistake this
for Vampire: The Masquerade. But while
Warlords: Battlecry doesnt do much new with the RTS genre, what it does do is very
good indeed. The interface is elegant, RTS amenities like queuing and setting waypoints
are easy to use, and it has a long and tough (though linear) campaign and a deep skirmish
mode. And while many have made a big deal about the games emphasis on heroes, what
blows me away about Warlords: Battlecry is its variety. With nine very distinct races,
80-some spells, and loads of skills, abilities, and magic items to choose from, Warlords
Battlecry brings the sort of variety usually associated with turn-based fantasy games
(Warlords, HoMM) to the realtime genre.
Warlords:Battlecry offers a veritable Middle Earths worth
of armies to command. Included in the nine races are humans, barbarians, elves of three
stripes (wood, high, and dark), dwarves, orcs, minotaurs and the ubiquitous undead. Each
race has specific strengths and weaknesses, unique buildings and units, and special
characteristics. For example, Wood Elves (currently my favorite race) are very fast, have
awesome missile troops, and heal up quickly, but are hopeless in hand-to-hand combat
(except for their massive but slow Treants, who hit like a truck). Minotaurs have few unit
types, but are tough and upgrade quickly and are for that reason the popular tank
rush online race. Orcs breed like rabbits and carry disease. Each army thus requires
a different strategy, and its to SSGs credit that theyre all fairly well
balanced.
When you begin a game, youll create a hero whom youll
develop throughout scenarios. Heroes are powerful leaders, whose influence on other troops
can be a deciding factor in battles. Theyre also amongst the only units who can
convert enemy or neutral resource centers to your side, and they are of course hell on
wheels in combat. But again, what impresses me most about the games heroes is the
tremendous amount of choice you have in constructing one. When you begin with your hero,
youll merely choose his or her race. When you reach level two, youll have to
choose one of four professionsWarrior, Priest, Wizard or Rogue. Of course, some of
these might be closed to you, depending upon your race. At level three, you get to choose
one of sixteen specialtiesfor example, a priest can specialize as a druid, healer,
paladin or runemaster. While youre
choosing a career path, you'll also have to select which of the games many
abilities, spells, skills, and statistics youd like to add to your heros
repertoire. Magic items will also pop up. Heroes also get to choose a retinue, a sort of
personal bodyguard of crack units and characters (often from other races) that accompany
the hero from scenario to scenario. Thus only rarely will two heroes--even of the same
race and professionever play the same.
The games graphics will
probably disappoint some. Dont expect the 3D fireworks of recent RTS games like
Ground Control or Dark Reign 2. This is a classic ¾ view 2D non-accelerated RTS game.
Frankly, I find the graphics a bit dated--much closer to Warcraft II than AoE II--but
still attractive and functional. Granted, they wont make your jaw drop or eyes pop,
but theyre way beyond merely adequate.
Gameplay, as I stated, is pretty standard RTS fare. You gather
resources from mines (gem, stone, gold and metal) strewn across the map. This is done by
converting them with your hero or general unit. Of course, enemy heroes can
convert these mines back to their own side, and much of the games action is centered
on fights for these resources, which allow you to build buildings and units. As you
upgrade your main building, you can build other structures that produce new units or
upgrade abilities as you scramble up the tech tree. Again, theres nothing here you
havent seen before. Combat is a mixed bag; though the differing abilities of
different armies lends a tactical depth missing from many RTS's, too often the best
strategy is the good old-fashioned rush. And heroes, especially once they gain a few
levels, are a perhaps a little too powerful in combat.
AI can be a little spotty; while you can control your friendly
units' "aggression level," too often they'll wander off into trouble.
Enemy AI is even more problematic. The preferred AI strategy is the early-game
rush, even when it's commanding armies that aren't particularly suited to that approach.
Enemy armies are very slow to react to missile fire, for example, and I have destroyed
powerful enemy strongpoints by bombarding them with catapaults. The enemy troops would
scurry about in a panic, never once attempting to find and attack the catapaults, and I'd
move on to the next enemy. Not a very gratifying victory, to be sure.
Warlords' interface is excellent;
both intuitive and easy-to-use, and it comes with a first-rate manual. The game's a snap
to learn and plays effortlessly, especially if you're familiar with RTS conventions.
Overall, Warlords: Battlecry is a
very good RTS with enough new twists to keep you interested. It's not the most beautiful
game in the world, and the weak AI makes multiplayer gaming the most interesting gaming
option, but even with these failings the game is strangely addictive, and has a high fun
factor. If you're looking for a solid and engaging RTS with just a dash of RPG, Warlords:
Battlecry will do you right.
--Rick
Fehrenbacher |