Intro It has been a decade since the First Great War and it is time for
each race -- the Empire, Legions of the Damned, Mountain Clans, and the Undead
Hordes -- to wage war once again. With rumors of the Chosen One spreading across
the lands, each race is bracing themselves for the final conflict to leave theirs
as the last one standing. Gameplay: 7.5/10 Rock solid.
While the intricacies of Heroes of Might and Magic escape me, I do know
from previous rounds with the aforementioned title that these two titles are both
very similar in approach. The difference that I noted is that cities arent
as prominent a feature here. With that said, there will be no further comparison
of the two, only simple similarities in style; just note that Disciples II: Dark
Prophecy will be easier to get into if you have had experience with its predecessor
and with 3D0s hot property. If you havent
had much experience with this style of game, or even turn-based games in general,
its ok, because neither did I. What is odd, and might confuse some players,
is that the tutorial isnt immediately accessible from the initial menu of
options; instead, it is within the New Quest section, which certainly isnt
the first place a beginner would look. Speaking from experience, this wasnt
much of a problem as I had initially skipped the tutorial by accident and did
fine by learning the ropes as I went along. Even though it isnt the most
confusing of games, it would still have been nothing but beneficial to have had
the option readily available and a bit more beefed up with beginner strategies
of some sort. However, if youre left feeling
uneasy about going through the game without much practice, youre in luck,
as there are both Quest and Saga modes. The Quest mode is a more involved Skirmish
mode that has a small back-story to the struggle, while the Saga mode is a full-fledged
campaign section for each of the races. To help brush up on multiplayer matches,
theres a Hotseat mode that is the equivalent of a Quest, sans the mini story.
While having both a Hotsteat and Quest mode might seem like overkill, its
nice to be offered that kind of variety. One annoyance was that the multiplayer
section failed to mention the GameSpy option that allows gamers to play over the
internet as opposed to direct modem and LAN games.
Starting out, a choice must be made out of the four available races: The Empire,
Legions of the Damned, Undead Hordes, and the Mountain clans, with each featuring
the same style of units ranged, melee, magical, thieves, etc. What really
makes a difference between them is that before the game begins, the player can
choose what type of lord they wish to play as. The warrior lord has their units
heal during play and not just in cities, mage lords have access to stronger spells
with a mage tower already built and the ability to cast two spells in one day,
and the guildmaster can make thieves immediately and they will be stronger and
have more abilities. Each path can lead to a different gaming experience. The
player who chooses to be a warrior lord can go headlong into battle for long campaigns
and keep their units in the field, holding resources and keeping stronger enemies
away from weaker towns; a guildmaster can wreak havoc by gaining information sooner
and taking down the energy of all troops within town walls before their armies
even reach the gates, and a mage lord can soften up any enemy prior to combat
with some devastating spells. Each has their advantages and disadvantages which
really help to keep the game varied, as it is played through with all the races.
The game is played out showing Heroes, towns, resources,
enemies, and various roaming creatures. Each hero can move a certain range, while
scouts are able to travel further. Resources are found in the form of gold mines,
as well as mana, which comes in death, life, runestone and infernal flavors. These
resources will belong to your kingdom whenever your influence has spread to it;
this is accomplished slowly over time, so to see that it doesnt take hours
for your influence to spread across the land, special heroes can be bought that
can place rods near the resources. A rod will put that resource under that kingdoms
possession, but other rod-wielders from the other kingdoms also have the ability
to shatter that rod, making its riches go back to whomevers land it is on.
Creating an army that is balanced with the power to gain and protect resources,
while having the speed needed to get to them before the enemy, all while being
able to sneak spies into an enemys army is crucial. It is this delicate
balance that really makes the game a good deal of fun, and due to the turn-based
style, a long and thought-out plan can come together to crush an enemy as quickly
as they turn on you. And turn on you they will. Being allies with the
computer is a risky proposition, as no sooner are you entangled within their empire
that they decide that your services are no longer needed, leaving those once-secure
towns in the middle of war zones. These are the times that a mage lord will really
appreciate their abundance of spells and their destructive forces; luckily for
all the other lords, there are merchants throughout the levels that will sell
items and spells to the highest bidder. Being a warrior lord with the spells of
a mage lord is a very deadly combination, and it is small intricacies like this
that really make the game much more than it seems. Another big aspect is thieves;
a single thief can not only provide you with the troop formation of every town
and general of a kingdom, but can also poison a party to soften them up for an
attack. If youre a guildmaster lord, you can also assassinate heroes or
party leaders joy! Combat isnt always about poisoning and
spells. When two heroes of opposing forces meet on the map, they will engage each
other, providing that they have enough points left after moving. The troop layout
is set before the battle, so if a strong melee unit is placed behind the first
line of troops, they will be arrow fodder with no means of being able to step
ahead. Orbs, potions, and other goodies found in ruins or bought from merchants
can also be used during combat to resurrect dead troops into Orcs, or to heal
units. How your units function will depend on how you tailor-made them. Within
the main kingdom, the structures feature branching tech trees that will decide
what a given unit will upgrade to. This is also one of the more interesting and
fun parts of the game; a character doesnt simply level up, but they also
change appearance and their means of attack. Making a strong single-unit healer
will deprive your army of a multi-unit medium healer, and its these types
of choices that decide just how your army will operate. If, however, you prefer
the managing and decision-making aspects of combat, theres an auto-combat
option as well. This isnt recommended as fighting is maddeningly addictive,
as turns will be replayed over and over to see just how to get maximum damage
out of the units provided. Whether its taking
down a corrupt lord or using skeleton warriors to cleanse the world of axe-swinging
dwarves, Disciples II: Dark Prophecy really manages to add in a good deal
of variety. All of this praise does not mean the game is perfect though. I encountered
a bug that would crash my game to the desktop whenever I moved a certain hero
or a unit around a certain area of the screen I would like to thank autosaves
for keeping me from pulling my hair out and I was forced to use a cheat
to skip past that level. I didnt encounter that problem again, but believe
me, once was enough. That, combined without any easy way to fight opponents over
GameSpy (or any other service) really took some polish off of the games
appeal. Still, this is one of those rare titles that will stay on my hard drive
for years to come, and if it hadnt been for the game-crashing bug, it would
have garnered a higher score.
Graphics: 8/10 Much like Europa Universalis, Disciples II:
Dark Prophecy doesnt depend on blistering framerates or the latest and
greatest graphics accelerator; instead, its content with building its style
around its story. Fortunately, there is style in abundance here. The game has
a terrifically foreboding fantasy atmosphere, and its war torn races, all of whom
have been beaten down for years, all present a dark presence regardless of their
intentions. While the Empire is the most righteous, their Imperial Knights carry
dented armor, and their once-weak archers become Assassins; its a dirty
war and their character and combat presentations show this very nicely.
The maps are decorated rather nicely, with lovely snow-topped
mountains, lovely lakes and ruins littered throughout all the levels. While these
same scenes do show some of the games age by not taking maximum advantage
of the range of terrain features and general detail, they do hold their ground.
What looks especially nice are the spells; whether its an angel slamming
down a staff during a Wrath of God attack or the cold swirls of a Blizzard attack,
its all done extremely well, and all of them manage to look fantastic. What
really tops off the game are the cutscenes that present slightly animated paintings,
which tends to add an eerie feel and helps to focus attention on the scrolling
and spoken story. All in all, a fantastic job is done with the character design
and overall presentation. Sound:
8/10 Accompanying the bellowing classical music are some well-done voice-overs.
In the same vein as Myth, Disciples II: Dark Prophecy utilizes a
strong narrative to tell the story. Its a shame that it isnt used
at all times; during some stories, namely in Quest mode, the story simply scrolls
past. With such a strong intro to a level, a good mood is set and it really prepares
the player for a long and engaging battle. Along
with orchestra-backed chants are various environmental and spell sounds. Crickets
will chirp while the winds howl as a Blizzard is called to demolish the enemy,
all while a very well-done soundtrack plays in the background. Another high point
was that the heroes had very distinct voices and featured sayings relevant to
their kingdoms. However, while the narratives were clean, the voices of the heroes
did suffer from a fuzzy sound that made it difficult to hear what they were saying.
Along with the graphical representations of the game, the sound managed to really
elevate the experience and create a great atmosphere.
Control: 8.5/10 Due to the slower pace of the game, the navigation
and combat is menu-driven and it is fortunate that they are laid out well. Since
the buttons are intertwined with the decorated borders, their functionality will
not be immediately recognizable, but they are easily learned, especially considering
there are pop-up descriptions of each. A quick access icon for saving and loading
would have been appreciated, though. Anyone who has played the previous Disciples
title or one of the Heroes of Might and Magic games will be familiar with purchasing
heroes, setting up armies, and gradually improving towns into castles.
Purchasing spells, units, and setting up troop layouts are all
a click or two away from each other. During combat an army can pause, retreat
or defend to take less damage, or set the fighting to auto-combat with onscreen
icons. Items and artifacts such as orbs or other objects found in ruins can easily
be used as well. Attacking enemy units can be done by either clicking on the unit
or their portrait, both of which do the job as well as can be expected.
Playing throughout the map itself is a fairly easy task with one minor exception.
If there is a hero next to another unit, it can be a bit tricky when trying to
select him. Now, its possible to press the Next Hero button
until they are selected, but in the later missions when numerous heroes are spread
throughout the map, it isnt the most time-efficient approach. Also, when
a hero is behind a building, they and the clickable circle underneath them is
hidden, forcing you to do a click-by-click scan of the region that they are believed
to be in. Aside from selection difficulties, which
are minor occurrences considering how long a mission can take, the rest of the
game provides an easy, simple experience. Combat is straightforward with melee
units up front and ranged in back; however, there is no party switching allowed
during combat. Special items are represented by a simple icon near the heros
portrait, and all the information needed about a unit is a simple click away.
While the majority of the controls are handled well, there could have been further
streamlining and tweaks. Overall:
7/10 I was never much a fan of turn-based titles before Disciples II:
Dark Prophecy, but this little gem has converted me. While I did try my hand
at Heroes of Might and Magic 2 some years ago, I never saw the various
nuances that made turn-based games so appealing; Disciples II: Dark Prophecy
immediately drew me into its world and forced me to play for hours on end. The
bugs are a problem, and knocked both gameplay and overall scores down some, but
I cant deny the sheer enjoyment I had playing with all of the races while
enjoying the in-game storylines. This is a must-own for strategy fans and could
very well be the title to convert those who havent been able to enjoy previous
turn-based efforts. [
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