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Armies of Exigo

Developer: Black Hole Games
Publisher: EA Games
Genre: Real-Time Strategy
Players: 1-12
Similar To: Warcraft 2: Tides of Darkness
Rating: Teen
Published: 12 : 30 : 04
Reviewed By: Nick Stewart

Overall: 6 = Fair

Minimum Req.: P4 1.5GHz, 384MB RAM, 64MB video card, DirectX 9.0c comp. sound card
Reviewed On: P4 2.5 GHz, 512 Meg RAM, ATI Radeon 9800 Pro

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Just as Street Fighter Anniversary Collection was an amalgamation of all the versions of Street Fighter II, Armies of Exigo is an amalgamation of Blizzard's past strategy titles, or so it comes across as. The difference between their inceptions being that Capcom was behind the titles inspiring their latest release, while Black Hole Games was not. Re-titled 'The Craft of War' by fellow writer Nick Stewart, this is a bizarre case where a title comes off as an homage that was taken to the extreme, and in doing so it comes off as completely unoriginal but undeniably polished. What gamers are left with depends on their exposure to the genre: you will either be bored to tears by the tedious formula of yesteryear or pleasantly surprised at such a refined, little known title. However, what is apparent is just who and what was the source of inspiration behind its development.

The Alliance (humans, elves, and gnomes), collectively referred to as the Empire, are fighting both the Horde (Orc-like beastmen from a planes region who, in fact, have an entertaining relationship with the creatures they seem so familiar to) and The Fallen (beings from another realm that seek to take over the world by using insect creatures). Over seventy years have passed since the Alliance and Horde fought their last massive battle, The Rage, which nearly destroyed both sides. The result of the conflict was an Alliance victory that the Horde has not forgotten. Now the beasts are acting out again, becoming more brazen in their attacks against the Empire. Led by a council of mages, the Empire awakes from its slumber and seeks to confront the beasts. From there, gamers will move on from the Empire campaign, then play as the Fallen, and then the Beasts. Throughout all campaigns and scenarios, however, a feeling of déjà vu permeates.

It goes without saying that all games borrow from others - that is merely the nature of design. However, the difference between a good game and one that feels like a regurgitated waste is that the good titles bring something new to the genre. It may not be new entirely, but a new take on a certain

 

aspect of the formula. Bungie certainly championed this with their superb Myth titles, and TimeGate Studios has done so more recently with their Kohan franchise. But Armies of Exigo does not do anything new. The much-touted underground feature is nothing more than a set of linear dungeons in single player, offering a bit of hack-and-slash-like variety with players picking up potions and rescuing prisoners, and a slightly more engaging experience in multiplayer. Dragon Throne had touched upon multi-tiered combat, as did Metal Fatigue, so this aspect is not new, nor very exciting. Although the spells allowing for above- and below-ground attacks do make things somewhat interesting, the strategic usage of the underworld is limited by design. Since few people are playing this online, it means that the underground feature, which would really blossom here, is relegated to single player via the campaign or skirmish mode - the latter is tucked away in the local multiplayer option, along with a nifty chess game - providing either a limited or lonely experience. With the only off-the-beaten-path feature not being all that fulfilling, what gamers are left with is essentially Warcraft 2.5.

Unlike Reign of Chaos and the Battlecry series, which seems to be one of the new avenues the genre is taking, Armies of Exigo is not littered with the RPG-lite aspects that the hero-focused strategy games are. Here, there are heroes who have magic and whose life depends on the mission being a success, but they do not gain new spells or points after leveling up to be allocated to learning new skills. Instead, they are just stronger variations of the units on the battlefield. With much of the units feeling like a mixture of Warcraft II and III (footsoldiers, elven archers, magical dark elven cavalry, flying gnome units that can attack, valkyries (re: gryphon riders), insects, summoners, priests, dragons, etc.), but the main difference being their designs are on the more realistic end of the high fantasy scale with they having slightly more detail. Now it goes without saying that there are umpteen titles on the market that have knights, footsoldiers, archers, dragons and the like, but here, there is a certain characteristic that just seems similar to Blizzard titles. Aside from the basic designs of the characters, their mannerisms are also similar. I have played few other strategy games in the same vein that feature the character mixture as similar as this one. There are also stronger similarities, for instance, the Fallen can only summon buildings on deformed terrain like the Undead, and their Zerg-like insect minions are under their control because they have taken over their Hive; the Fallen ally themselves with Dark Elves; the Fallen's voidwalkers (summoners) are essentially Undead acolytes; the Horde beasts look and act like Orcs; and unit structures also take on a similar appearance. A case can be made that it just seems similar to any one of the hundreds of fantasy strategy games on the market, but those who have played Blizzard's titles will undoubtedly recognize the finer similarities.

Armies of Exigo does do some interesting things, though. It uses the experience system to allow units to become veterans in different ways, the one in which I particularly enjoyed was the Fallen's ability to trap the souls of slain enemies so that they go towards the experience of new and old troops - instead of leveling up, the units come out of training with the experience already factored in. Also, the few missions that allow for more liberties with underground strategies tend to be pretty fun. There are also potions that can be found to use on allied troops and enemies, as well as buildings on the maps that can be garrisoned to allow the use of a powerful spell or a bonus in resources. Each group also has a particular spell that is activated by multiple magical units working in tandem. The story, while not anything special itself, is told in such a way that it is still entertaining. It is also a beast, coming in with thirty six missions, with several of those taking hours to complete. The game also has a nice sheen to it. Aside from polygon seams that can be seen in dark areas, the graphics are phenomenal, with cutscenes that can claim to be the only ones able to rival those found in the Warcraft titles. The sound is similar - I swear I heard a "work, work, work" from a pesant - to its inspiration, but the music is very good and one of the more pleasant surprises. The sound effects and voices both are of good technical quality, but some of the sounds are irritating (high pitched noises for attacks, which are fine until there are ten or so units making the same noise) and the voices do not always match their onscreen avatars, although I found those involved in the Beast campaign to be fairly solid throughout.

The problems are not all from its lack of originality, though. For starters, the AI is not very bright. The computer does not seem to know how to lay siege, nor does it ever take advantage of problems that form in the player's strategy. In general, its policy is to sit back, send a contingent or two in hopes of a lucky victory and just wait to fight off the player's inevitable attack. With the Fallen, that strategy can be pretty fun, because of their voidwalkers able to work their magic quickly on enemies above and below them, as well as their ability to take the form of other units, which allows for some imaginative tactics. The player's units tend to get jumbled up, with the formation feature - which puts ranged and support units in the back - breaking down during combat, resulting in weaker units wondering into the thick of things and not coming out alive. The flow of the missions could also use some work. In the midst of a good mixture of tasks and story will be a timed mission that only serves to force the point home that much of the game is trial-and-error, requiring many scenarios enough to know when to do what, because of the computer's limited ambitions - though it tends to get inspired when it has only a few minutes to win. There is also a tendency to pile on upgrades and enhancements; for a while, the game will explain new units and upgrades, then there will be a mission when those one or two turn into seven or eight, and all explained only by their popup description box, which is not always the best way to convey information during conflict.

The old formula is also wearing thin. Companies like TimeGate, Creative Assembly, and Bungie have taken the strategy genre in new directions by mixing turn-based and real-time or by refining real-time to where it feels fresh and new again. Going back to having to sit for half an hour to gather enough resources to attack, then repeating until the computer's defenses are worn down enough for the final blow, feels long in the tooth. Longer missions can become so tedious that any excitement built up by the story or previous engagements is gone, making it tough to maintain even mild interest at some points and dragging down the proceeding good missions.


Overall: 6/10
Even though I have complained significantly about the lack of originality and its other shortcomings, I was also caught up in it as well. For fans of the strategy genre, think of this as the perfect average game. Those who are heavily invested in real-time will not find anything new or exciting here, in fact, many will not find it interesting at all; but those who only dabble in it here or there, whether they prefer other genres or are casual gamers, will find this a fine experience. The ideas and daring of others have been taken and stripped down to fit a formula making up a game that will not inspire envy amongst other developers but will provide some with a solid recap of what the genre has been through while giving them the feeling of familiarity to make them comfortable and not going the extra step to represent its true evolution. Regular readers of the site will have a reaction of 'meh' more than anything else. So, while it is not a bad game, it is not a very good one either.

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