Having surprised the gaming community in 2003, Spellforce has offered a very good reputation among fans of strategy and role play. Then follow two add-ons that will bring in much new but not necessarily foreshadowing the next Spellforce 2, planned for him next month. Thus, developers Phenomic have not rested on their laurels and we offer in addition a new graphics engine and gameplay that much more complete than before.
Phenomic has promised many new features for the second episode of real Spellforce and the least we can say is that they have not lied. But first, let us return briefly to the concept of this title. On paper, it seems clear and precise as it is simply to mix the two genres are RPG and the RTS. In absolute terms, it is much less obvious to programmers that need to compile a lot of data to draw a coherent whole while ensuring that style does not interfere with each other. Yet the challenge is successful and Spellforce needed immediately as a great patchwork, that it is not free of defects, paving the way for a new kind of hybrid game that can rally a more eclectic population of players. After two add-ons ending the first epic screenplay, Spellforce 2 then ventured inside a territory conquered by taking up the codes governing this vast universe.
As you can see, Spellforce 2 is much prettier than its predecessor.
As is customary with the consequences of a successful game, originality is never really on the agenda knowing it would be foolish to change a concept that has proven itself to the risk of incurring the wrath of the player. Spellforce 2 is no exception to the rule and is largely based on what has been done in previous games. However, the title is enriched by several new features including a graphical improvement. If one side of the soft Phenomic still very difficult to compete with the current production (Age of Empires 3 Act Of War: Direct Action, Battle For Middle Earth II ...), the work is very much visible with more detailed environments and lighting effects far more convincing when switching day / night. For cons, the special effects are still ways and you should once again a crude machine to run properly at all. Another criticism that can be formulated into the general any-visual governing battles. In short, when a dozen characters confront each other, you are entitled to a maelstrom of shapes intertwined, giving you a good overview of mass clashes between hundreds of fighters. A lot of delays were also present in our preview version, which makes us say that it will closely monitor this aspect in the final.
The menus have been completely reworked and is now more functional.
Among other additions, there is also the arrival of new races, bringing the total to nine now, against six for the first Spellforce. It is therefore entitled to humans, elves and dwarves that form the Alliance, the Orcs, Trolls and Barbarians for the Horde and finally to the Dark Elves, Gargoyles, and Shadows which constitute the main body of the Brotherhood. Of course, each people has strengths and weaknesses with which it must deal. The other thing that was reviewed for the inventory menus that are more attractive and more readable. The skill tree divided into two sections (Combat and Magic) is back and it is very easy to choose the spell or technique that interests us using the EXP gained from each level up. Apart from that, we find ourselves in familiar territory with one or more heroes that can help many people encountered at the turn of their journey. The combat system is very flexible and accessible and if you were to lose one of the combatants, one of the good ideas of software will allow you to revive it quickly with another one of your characters, with a certain amount of mana. The management also benefits from some small touches of practicality. Pell-mell, include the creation of specialized units that are very useful because some workers will go directly seek a particular resource (unless you have given them the order) if they are next to them. Of course, nothing prevents you to assign them other tasks than those for which they were created. On the offensive standpoint, we can always form groups of fighters in one click. Simply to have multiple warriors of the same type side by side, double-click on any of them so that all his friends are selected, then create a group by clicking a button. Then just select the desired group (on a dedicated task bar) and send it into battle.
Be careful not to travel too far from the camp you support the protection.
The first contact with this Spellforce 2 has gone very well especially since the title retains a true progressive difficulty. As I said before, we can still blame him a mess in the battles and it will see the long term that gives this aspect, especially in mass confrontations with the support of the Titans. Moreover, the other big unknown for the active break in battle. Indeed, after playing a while, I did not feel that the developers have thought of including this option, however, paramount and that would come complete system Click & Fight. Finally, it appears that the management side is not much more advanced than in other parts (excluding the surplus units) and that the necessary resources to create buildings are few. Mind you, we will not complain given that the scale is a priori well-balanced and that we should not forget that we are not facing a true strategy game. With that, we end up next month for the entire test, with a few more hours of play on the counter.
Source: http://www.princeofpersia3d.com/overview-spellforce-2-shadow-wars-pc.html
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