August Reviews
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August Reviews: Strategy Games |
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Battle Realms
Overall Rating: 9
Gameplay: 9
Tilt: 9
Sound: 9
Graphics: 9
Value: 9 |
Review:
The overall atmosphere of the game is nicely done. The mythical Japanese setting
with Kung Fu movie tie ins allows for some cool looking units and a compelling
universe. There are four distinct clans and each has their own personality. The
most traditional and well rounded is the Dragon Clan with their honorable
spearmen and giant sword wielding Dragon Warriors. Next is the Serpent Clan who
seems like a politically corrupt Dragon Clan. They rely slightly less strength
or more trickery than the Dragons as their troops are not a skilled in general.
Even more corrupt is the Lotus Clan. They rely on death magic and their less
than healthy troops to spread the sicknesses they are already plagued with.
Finally is the Wolf Clan. The Wolves are very close to nature and, more
specifically, the wolf, as their name implies. Most of their units rely on
natural strength and speed. One of their coolest units is the Sledger who
carries around a hammer as big as his already huge body.
The first thing anyone should notice is that Battle Realms just looks like it
belongs to a new generation of strategy games. The graphics are flat out
beautiful. Battle Realm’s world is one of the few large scale games to actually
make it seem like the world around you is alive. The terrain is nicely rendered
and buildings have plenty of flare. While it seems that most of the battles are
fought on grass lands dotted with lakes and forest, the colors are bright and
the textures are nice enough that the world never gets boring or dull. What
really makes the world interesting, though, is the small details such as birds
flying about, butterflies bobbing around your units, and squirrels scampering
about. The details are not just for show either. When a group of soldiers run
into a forest birds will sometimes be started and will flock away while making
enough noise to get your attention and this will often spoil a surprise attack
coming from the forest.
Units look good and are very well animated. Gone are the days of two swordsmen
stand next to each other and take turns hitting the other on the head. Battle
Realm’s units will drive, swing, plunge, and jump at their enemies with some
very cool animations. During fights the units don’t stand still either as they
back away, dodge, charge, and sidestep around the map. All this make for some
exciting battles, even when it’s a pare of scouts meeting up in the middle of
the field. When multiple units meet up, be prepared for some of the coolest
battles to ever grace RTSes. Battles become a big ball of mayhem as units duke
it out a move around in some sort of bloody ballet. This looks especially great
when units are fighting in a small pond with water splashing about. Sometimes
battles remind me of great fighting sequences from movies like Excalibur and
even Braveheart, except the Japanese theme provides the added fun of flips and
kicks to swordplay.
As mentioned earlier, one of the best things is the small details that made it
into the game. After a few slashes with a sword, character models will carry
around blood stained weapons for the remainder of the mission. When units are
wounded in battle they’ll limp away. As characters enter ponds nice looking
ripples will appear around them. When some units are left standing on their own
they’ll do some interesting things like sharpen their weapons. You can even see
slight shadows on the ground from clouds moving overhead. All these details only
make the world even more interesting and always give you something to look at
other than static ground.
Battle Realms sounds pretty good as well. During battles amid the clangs or
swords and armor you can sometimes hear taunts and cries for help. In peaceful
times the sounds of peasants harvesting rice and filling buckets of water at the
local water source are subtle enough not to detract you from managing your
villages. The in game music is somewhat dynamic as it switches from peaceful
Japanese flutes to the drums and horns whenever you enter battle.
Battles can get very overwhelming in much in the same way battle became
overwhelming in Sacrifice. Because the units move around so much it is often
hard to pinpoint a single unit in combat. Fortunately, micromanagement, while
important, isn’t as needed as it was in Sacrifice because of the great AI. Your
soldiers can pick their own targets intelligently and waste little time in
between killing on enemy and moving onto the next. One important thing in battle
is that missile units like Archers cannot fire when attacked by a melee fighter.
This means if you occupy archers during a battle you only have to worry about
the melee fighters they are backing up. Sometimes, it seems that units are smart
enough to give up their current target and move onto something more important.
In a few instances, it seems some soldiers will leave the fray to distract
archers raining he|| onto your soldiers. The downside to this AI is that it
seems to make units a little too trigger happy. Pulling away from battle is hard
because sometimes you will order units away only to see them running back
towards the enemy again. While its annoying at times, it is something that can
be overcome with a watchful eye. Another small fix is to play with the unit
stances which range from stand ground to guard, but it is still hard to stop
units from running back into a losing battle.
Most of the strategic elements in the game come from army customization. Every
single unit seems to have multiple purposes. For example, while Archers can
shoot arrows, they can also be used in melee combat if you feel it is needed
(perhaps to distract another group of archers while melee units move into a town
for a big push). Of course, you can always part a group of archers on a hill
above an enemy town and watch as they tear everything up. Wild horses can be
domesticated and all units can use them, including peasants. While most units
can ride them to receive a health, speed, and damage bonuses, peasants can use
them the haul more things back from resource gathering. All units also have a
stamina bar which is used for a variety of things, the simplest of which is to
have your units run.
Perhaps the most interesting customization element comes in the form unit
inventory, or Battle Gear as it is referred to in the game. Individual units can
learn individual skills by entering particular buildings and using up some
resources. Each of these skills is different and requires certain things to
activate such as stamina, heath, or even a unit’s life. Nothing on screen
distinguishes the unit from any other of it’s kind, but you can see if they have
the ability when you select them and in information screen as the new abilities
will show up as an activation button. A classic example of this is a flame arrow
for archers which does little damage to enemies, but is very effective against
buildings. While this is hard to keep tract of when you have a large army, it do
give you something to throw enemies off with as you pull out hidden abilities in
the midst of battle. If you have multiple units selected, each unit has a
portrait in your info screen with the gear activation button under it using the
appropriate icon for the gear they posses. This way can still activate a
particular ability by selecting all your units and clicking the ability you want
even in the most chaotic battles.
The final customization feature is more traditional. These are overall upgrades
for a particular type of unit. What makes these interesting is how they are
brought about in game. During battle you will earn Yin and Yang points. These
points are essentially experience gain in battle, but for the army as a whole.
Training buildings will allow you to spend these points on particular upgrades,
like damage upgrades much in the same way upgrades worked in games like
Starcraft. When you are upgrading that building can’t be used to train troops
and afterwards all current and future soldiers will be upgraded. Getting these
points is sometimes difficult though, so don’t expect to simply be able to
upgrade everything, at least immediately.
With all this to keep track of during battles that are hard to control, the
interface actually goes a long way in making your job a bit easier. Like Age of
Empires, there is an idle peasant button so you can keep all your workers busy.
Added to this button is a find battle button that shows up whenever your units
are engaged with the enemy and a find burning building button which shows up if
one of your buildings has caught fire which will eventually destroy it. In that
case, you’ll have to douse the fire by ordering peasants to get water and dump
it on the fire. As mentioned earlier, all the units special abilities have an
activation button below their portrait when you have multiple units selected, so
you can make up mixed groups and not have to worry about micromanagement as much
when you need to work fast. Where the interface fails is the mini-map. It is
small and a little too simple. All your units and buildings are in the same
color, so finding idle soldiers is sometimes difficult because you can’t
immediately tell where they are if they are in your town. Instead you’ll see a
large block of color made up by your buildings and units. Again, a watchful eye
can solve this, but it is something that would make things simpler when you need
to move fast.
By far, the most interesting feature in Battle Realms is the building and
economic system and I think this is what future games will have to think about
when unit creation is concerned. In Battle Realms there are two basic resources:
rice and water. Water is simple. It comes from lakes and ponds and you tell
peasants to bring it back to town in buckets like you would tell orcs to bring
gold in Warcraft. Rice is more interesting. It grows in fields and you have
peasants harvest it. The problem is, a field can be fairly quickly harvested, so
you have to order more peasants (or the ones who now have nothing to do because
the rice is all gone) to bring water to the field and water the rice. After a
bit of time, rice will again be ready to harvest. There are some more strategic
elements to this as a Lotus unit called the Infested One can poison rice fields
and preventing further growth for some time. It seems that both rice and water
are unlimited, so the limiting factor is you village can only support so many
people total, which includes soldiers and peasants.
The building system in Battle Realms is very interesting and, quite honestly,
the most innovative thing in any RTS in Homeworld’s effective use of a 3D
camera. No longer do you simply throw money into a building to see it spit out a
soldier a little later. Now you have to train units in certain fields of combat.
Here’s how it works on the most basic level. You build a peasant hut where a
peasant is born every so often. Then you can then put that peasant to work
gathering resources, or have him build something. When you get around to
building a training building, such as a dojo or archery range, you can then sent
peasants in, one at a time, to be training in fighting or archery. When the
peasant is trained you now have a soldier ready for battle. This gets even more
interesting in that you can send a soldier to train in another type of training
building to produce hybrid soldiers which are more powerful. Later down the
line, to make the most advanced units you have had to send soldiers into many
different builds which not only makes it harder to make advanced units, but also
makes them more valuable. To make things more simple you can set rally points
like most current RTSes, but you can have soldiers rally into another training
building to essentially make a production line for troops. You can even start
the rally point from the peasant hut to a training building so right when a
peasant is born you can start cracking the whip. While it make seem a bit more
difficult at first, it is a very innovative, yet realistic, approach to building
armies and something that should have been considered much earlier in the RTS
genre. Think about the possibilities in future games where a race might have an
advantage because it doesn’t have to train units, but can just manufacture them
like old building models. This would be perfect in a organic versus a robotic
war game. When something like that happens, we’ll have Battle Realms to thank
for that.
The single player game also has some notable features. It seems at the beginning
of the game you can pick to be a good or a bad guy as the main character, Kenji,
wonders upon a town under attack by some bandits. You can pick to help the
bandits or the villagers there by picking to be a good or bad guy and picking
what armies you will control. The good side will control the Dragon Clan’s army
while the bad will use the Serpent Clan’s. On top of that, the story line is
branching as you can pick where to send your troops and where to attack. This
all should leave for more than usual replay value on the single player side. The
biggest problem with this is there is no story campaign for the Lotus or Wolf
Clans, but this is a more story oriented which is always refreshing.
All in all, Battle Realms has given the RTS genre a much needed really hard kick
in the pants, even more so than the amazing Conquest earlier this year. Because
all of this, this game has easily become my choice for Game of the Year and,
unless something comes out of now where, I’m sticking with it. Battle Realms has
style, class, is more far innovative than anything else I’ve seen this year, and
is really fun to play if you like RTS and I feel that this will become the
standard for the “traditional” ground based RTS should more people give this
game the attention is deserves. I suppose you can call it the Warcraft II of our
times. The amazing thing is next year when WCIII is finally released it’ll have
to live up to Battle Realms for me to be interested (of course, I know I’m the
exception there). Of course, what else would you expect when this game was
produced by the producer of the original Command and Conquer was involved?
Cheats:
Destroy Buildings
Press Ctrl+D as you select enemy buildings to destroy them.
Easy Yin Points
Lotus Clan: Build a Tomb of Brothers and summon Lythis, then have him attack a
tree.
Serpent Clan: Train a Ronin, and learn the Yin Blade Battle Gear. Use the Yin
Blade to attack a tree.