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SpellForce - The Order of Dawn

Developer: Phenomic
Publisher: Encore / JoWood Productions
Genre: Real-Time Strategy / Role-Playing Game
Players: 1
Similar To: WarCraft III: Reign of Chaos
Rating: Teen
Published: 04 :01 : 04
Reviewed By: Ryan Newman

Overall: 7 = Good

Minimum Req.: P3 1GHz, 256MB RAM, 32MB video card (GeForce 2 or better)
Reviewed On: P4 2.5 GHz, 512 Meg RAM, ATI Radeon 9800 Pro

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"Damn that mask is ugly," I thought to myself. While some prefer switching genders when they play games, and others go for whatever works the best, I like to have a little style when I can customize my avatar. Even though I enjoy looking snazzy, I enjoy +5 Intelligence and +5 Wisdom even more, so on the ugly batwing-half-mask-deal goes.

Wondering the lands as a rune warrior isn't easy these days, especially when the undead and savage beasts are everywhere waiting to rip my head off. It also doesn't help that the other citizens of the world are suspicious of my ilk and our plans for entering in their affairs. But, the game doesn't allow the player to go insane and set skulls on fire, so I have to be content with bugging them and putting up with their sarcasm and replies spoken with worry.

Looking fearsome isn't the only reason these NPCs have to fear and want to get to know me; it's also because I'm pretty badass at this point. As an earth mage, with an emphasis on fire, ice, and earth spells, complimented by my dabbling in light arms combat and blunt objects, I've taken my single rock-shooting spell and have graduated to surrounding myself in flame while summoning earth creatures to pound my enemies to death. I, being a rune warrior, also have access to the powers of runes, which will allow me to summon heroes and summon armies of men, dwarves, elves, dark elves, trolls, and orcs. The different races don't provide all that unique of an experience, since the majority of their units only differ by appearance, but their expertise (elves are better at long-range combat, dwarves at melee, etc.) and detailed character models do make them different enough to continually enjoy.

Instead of simply graduating from one race to another, SpellForce often populates the maps with several monuments (used to call forces), so that the player may adequately tackle the oodles of enemies. Monuments are race specific, and getting the ability to use a particular monument comes












 

from acquiring scrolls that allow peons to be trained, followed by structures and more advanced units. The scrolls are found throughout the maps, but they generally tend to be set out in a way that eases the player from one race to another, without spending too much time on one in particular. Like the units, the buildings look fantastic. Most have a worker unit takes a post near the structure and continually does the needed tasks; with great detail and plenty of animations, it isn't long before a barren spot becomes a populated village with workers of all sorts running around, splitting wood at sawmills and packaging meat up for storage. With a wide array of resources - wood, stone, iron, food, moonstone, lenya - to be collected, but each race only requiring a few out of the set, it's not uncommon for a particular resource to be drained dry before too long. Fortunately, there are buildings - as opposed to simple upgrade options - that can extend the usefulness of gathered resources - while they are definitely a must, they, cool looking or not, seem excessive.

The scrolls are found throughout the maps, but they generally tend to be set out in a way that eases the player from one race to another, without spending too much time on one in particular. Like the units, the buildings look fantastic. Most have a worker unit takes a post near the structure and continually does the needed tasks; with great detail and plenty of animations, it isn't long before a barren spot becomes a populated village with workers of all sorts running around, splitting wood at sawmills and packaging meat up for storage. With a wide array of resources - wood, stone, iron, food, moonstone, lenya - to be collected, but each race only requiring a few out of the set, it's not uncommon for a particular resource to be drained dry before too long. Fortunately, there are buildings - as opposed to simple upgrade options - that can extend the usefulness of gathered resources - while they are definitely a must, they, cool looking or not, seem excessive.

Traveling in either third-person, with the camera directly to the character's back; an over-the-top view; or an assortment of angled, more traditional real-time strategy views, the game is played out like a role-playing game set within a strategy game, with the different angles being used to emphasis which aspect the player feels more comfortable with. When using the behind-the-back view, the controls switch from being mouse-oriented to being based on the keyboard (standard W, A, S, D settings), this replicating the feel of an online and/or action RPG, with the other views there for the strategy portion. SpellForce uses a combat system that features positive spells being near the player's portrait when either a friendly unit or nothing is selected, while attack spells appear whenever an enemy is chosen; the controls go to a more traditional scheme for the behind-the-back view, with the player having to use a bottom spell menu, which I found cumbersome and far too troublesome to be useful. Hero units also have spells, which are handled in the same way. Without the ability to queue spells and similar spell icons that lack descriptions on the main screen, combat could become pretty hairy. But, it is nice to have spells focused on the type of unit selected; another plus is that the spell icons also indicate distance from target.

While the strategy views are the best, it's a shame that the strategy portion is the weakest part of the game. If the game consisted solely of that, I would be recalling my experience far less fondly. While it's true that the units are fun to use and look cool, they aren't put to good use, because the game is incredibly linear in level design and tactics. The majority of the map consists of nothing but respawn points, and buildings nearby that have to be destroyed to render that spawn area useless. Enemy encampments send scouts out that will run back to report the player's position, which is fine, but, if killed, which is the suggested course of action, more scouts will be sent out to see what happened to the last patrol. Soon, the situation snowballs into waves and waves of incredibly strong enemies smashing into the player's defenses and soldiers. A proactive approach would seem to be the best course of action, but it often takes a while to get enough resources gathered and structures built to have an army of strong enough units to take out the encampments; and, even if the raids succeed, the game then becomes nothing more than going from point to point, knocking buildings down. If the player is a patient person, they could wait until they amassed enough resources to call a Titan, a one-time unit that is massive and very dangerous, which can help end battles fairly quickly.

However, while there are nods to many past titles in the genre within this portion, the devious tactics found in titles like WarCraft III aren't found here; instead, the best the computer does is choose another route to attack from. Since the enemy doesn't need resources and the available formations are pretty much useless, there are no semi-advance strategies, like cutting off supply lines or flanking enemy armies, to take advantage of. In fact, combat can be a pain since the developers went with an awkward mouse and keyboard approach to selecting units: instead of simply double-clicking on a unit to select all of the same type in the area, the player has to press CTRL and click on the unit; also, unit behavior isn't handled by icons, like most titles, but different keystrokes, so a key+clicking will result in the player's units moving offensively, defensively, etc. The strategy portion was very basic to begin with, the poor controls and lack of an enjoyable challenge only made it worse.

What makes the strategy portions tolerable, and the game actually fun, is the portion that would be described as the role-playing segment. This is where the story unfolds, side quests are tackled, prized items are played with, and glory is had. I chose to play the game with the strategy views, which also had the pleasant affect of feeling like a team-based role-playing game whenever I had some heroes with me and we were hunting down a powerful enemy. However, the heroes have no personality, possibly due to how many that can be summoned, which really hinders how much of a traditional party-based experience the gamer will have - there are no fond memories of Boo or characters that are somber and mysterious. Unlike most RPGs, the player, and the other heroes, can carry whatever they want and however much of it they feel like picking up. Unfortunately, most of it is junk. A few prized drops make exploring treasure chests worthwhile ventures, but often it's the same sword that was dropped by the skeleton, minotaur, and mini grim reaper. Still, the allure of finding some impossibly powerful weapon is always there, and it accompanies the unending desire to level up quite nicely.

Aside from the traditional RPG elements working well, the story also keeps the game interesting. Even though the game is long - very long - I always enjoyed going off on a new adventure or exploring a new land to track someone down, acquire an item, protect stranded soldiers, or do whatever the situation called. The quests were broken up into major and side, with a journal indicating what was done, what's left, and little descriptions of what each means - although, rarely, an objective would stay lit, meaning I didn't accomplish them, whenever really I did, which also meant I didn't get to collect my reward for completing the quest. The tasks range from creating a poison to send a giant to sleep, collecting a family banner, tracking down a traitor, to killing random, enormous insects. Often the side quests proved humorous and well worth the time to check out, some include mini campaigns that could take a few hours to complete. The ability to go back and finish side quests is also a perk; by way of bind stones and portals, players can select where they will respawn at (death also brings about massive enemy waves that can take out entire towns by the time the player comes back to life) or warp to, or portals that connect vast stretches of land, respectively - oddly enough, if the player forgets to bind themselves on that map and respawns elsewhere, when they reach the land where they died, everything they made will have vanished and the resources will be depleted. The journal is good enough so that the player can easily find out where they left off on the main quest, which provides a lot of comfort to those who love to complete every game 100%.

Items aren't the only things found in chests and on dead enemies, but spells are also found as well. Like EverQuest, the player isn't given spells when they level up; instead, they have to acquire them. The unhindered weight limit works out well with this system: spells are generally very expensive, but this is offset by being able to sell dozens of items to any merchant. Players also aren't limited to what they level up. As a mage, I found myself having to use weak staffs to protect myself, so after a few points dedicated to Light Arms Combat, I was able to defend myself properly. With several different schools of magic (light, dark, mind, etc.), heavy and light arms combat, plus more abilities to study in, there is plenty of fun to be had mixing and matching skills.

As lovely as the spells, structures, environment, and characters look, with amazing shadows that accurately reflect the rising and setting of the sun, they come at a price. With a GeForce 4, there was pop up and the bells and whistles had to be lowered. That's understandable, since it's an older card; but whenever an ATi 9800 Pro suffers some stuttering, that's when an eyebrow got raised. Aside from performance issues, there were also control problems: clicks wouldn't be recognized, units would get stuck in structures, and picking up items proved to be pretty tricky because the cursor wouldn't indicate that anything was there. Thankfully, the audio was spared technical problems. With good music and sound effects, battles and everyday village life came across well. Although, non-playable character populated villages were a little too quiet. The voice work was amazing in scope, and decent in quality; every character has a voice, and some may lack emotion or sound a little funny, but the ambition and success rate is undeniably impressive. One glaring flaw that occurs during cutscenes is that the subtitles are riddled with typos and grammatical errors. Despite the problems, I was still impressed with the production value that went into SpellForce; it's a huge game that sports solid visuals, good music, and a ton of vocal work.

Overall: 7/10
SpellForce - The Order of Dawn is no small feat: with high production values, an epic quest, and an evenly mixed formula of role-playing and strategy, along with 6 races to play as, there is hours upon hours of play here. Unfortunately, the strategy portions are incredibly dry with a repetitive system of destroying spawn point after spawn point. Saved by interesting, although not entirely varied, units, and a role-playing portion that feels like a mixture of an online and party-based role-playing title, with the player taking one cross-trainable hero throughout the entire game and having the ability to summon heroes to form a party, there is no doubt that SpellForce is both charming and addictive. Strategy fans should be weary of checking it out, but for those who want to dabble in a few genres at once, Phenomic's offering should provide a unique and enjoyable experience.

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