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Someone once said that good things come in small packages. Mostly,
this statement is correct. Babies, for example, and Ronnie Corbett;
the Mini Cooper, Babybel cheese, and let us not forget Kylie Minogue.
However, in order to prove that, in fact, good things often come
in very large packages too, JoWood Studios have given us SpellForce
Universe.
Those
of you familiar with the groundbreaking, genre-mixing SpellForce
series will already know what's on offer in this new bumper edition,
while those RPG and RTS fans who have never had the pleasure of
experiencing JoWood's masterful saga are in for a real treat. The
box set includes the original game, SpellForce:
The Order of Dawn, along with the Breath
of Winter and Shadow
of the Phoenix expansions, and finally SpellForce
2: Shadow Wars and its Dragon Storm campaign add-on.
In
both games, the action takes place on the world of Eo, a planet
peopled by the usual mix of fantasy races; humans, elves, dwarves,
orcs and so on. A while back in Eo's past, a group of thirteen wizards
known as the Circle decided to ignore the classic fantasy Rules
and Regulations for Averting Global Destruction when they foolishly
attempted to make the world a war-free paradise. In order to accomplish
this, they created the Rune Warriors, powerful fighters each bound
by magic to a mystical stone. Upon dying, a Rune Warrior is returned
to his or her stone and resurrected to fight another day, albeit
with a slightly fractured memory. With this indestructible army
at their disposal, the Circle brought peace to the world. However,
this was not enough; one of their number was chosen to become the
recipient of their combined power, a supreme being of magic who
would have power over the entire planet. Unfortunately, someone
forgot to carry the two, so to speak, and it all went terribly wrong,
resulting in a planet-wide catastrophe that left the land looking
like a scattered handful of fragmented islands. Trying to make amends,
one of the surviving Circle wizards, Rohen, created portals on each
of the fragments, connecting them together. You arrive in this broken
world, taking the role of one of the last Rune Warriors, awakened
from slumber with a memory as fragmented as the world around you
- and you've got some cleaning up to do.
This
tale forms the basis for the first game and its subsequent add-ons.
The fantasy setting and back-story make for a large, involved world
that is peopled by a diverse, if somewhat stereotypical, range of
races. I say stereotypical because, once again, the elves are mystic,
the dwarves like to mine and the orcs are guttural-speaking, sadistic
brutes. On the plus side, such well-trodden fantasy races such as
these are already known to many players and they manage to make
you feel almost at home in this strange new world. This is a good
thing, because it allows you to focus more on the gameplay than
trying to fathom out Eo's history. And believe me, the gameplay
offers a lot to focus on.
Several
games have attempted to mix RPG (that's Role Playing Game, for those
of you who still count with an abacus) and RTS (Real Time Strategy)
elements, and have, frankly, failed. SpellForce is the first series
to really succeed in this marrying of genres and while neither facet
particularly exceeds its respective genre-leading games, they balance
each other out perfectly, each complementing the other to create
a huge, in-depth gaming experience. In my book, that's no mean feat.
Following
the tried and tested method of RTS games everywhere, the strategy
portions of SpellForce give you a central hub building to work around.
From this hub, other buildings and worker/soldier units can be unlocked
by meeting various criteria. In SpellForce: the Order of Dawn, these
units are unlocked through the acquiring of lost rune stones, which
adds a slightly different spin on the proceedings. The idea of these
sections is to advance your settlement, build defences and create
an army of military units with which to conquer the map, kill the
NPC, defend the nearby town and so on. So far, so Civilization,
but whilst SpellForce's RTS elements are not as in-depth as Civilization
or Age of Empires, for example, they are supplemented wonderfully
by the RPG side of things. Developer JoWood Studios should be highly
praised for seamlessly blending both genres without making either
seem "bolted on". How it works is simple: your avatar (in-game character)
is the commander leading the settlement to victory and is therefore
present at all times. Whilst building nad advancing from the base
of operations, you can move your avatar freely, exploring and expanding
the visible areas of the map. Along with their band of loyal companions,
the avatar is many times stronger than enemy units of the same level
and is therefore a brilliant scout. This simple innovation involves
you in a very real sense.
In
terms of RPG elements, the game uses tried and tested conventions
to form the meat and potatoes, whilst small changes and splashes
of originality make up the gravy. Experience is earned through completing
missions and quests for various lazy NPCs that you meet on your
travels. When enough experience is gained, your avatar advances
in level and you can select new skills and abilities, leading him
or her down a customised path of advancement. Outside of the confines
of the RTS arenas, the game has a real Dungeon
Siege feel to it, as you guide your avatar and group of heroes
through wild adventures and white-knuckle magic and melee confrontations.
Aesthetically
speaking, even in 2004 when SpellForce: The Order of Dawn was first
released, the graphics - whilst well-drawn - were never groundbreaking.
Textures and draw distances are well handled, the scenery carefully
crafted to create a different atmosphere in each area, while the
inclusion of random grazing wildlife, windswept trees and glittering
water effects all combine to make a vivid, immersing world. Let
down at times by a poor, generic fantasy script and some quite woeful
voice acting, the general sound quality in SpellForce is okay. Battles
sound like battles and the score moves quite nicely from whimsical,
mystical fantasy chimes to pounding rhythms during combat, which
helps a great deal with the overall atmosphere.
Eo
is a large world and has a few dozen hours' worth of gameplay in
it; with the inclusion of the Breath of Winter and The Shadow of
the Phoenix expansions, it'll keep you occupied for literally days
on end, especially with the added modes included in BoW - the Free
Mode is a particularly wonderful addition, allowing you to take
an avatar and play through what is, to all intents and purposes,
a second full-length campaign with the emphasis on personal improvement
rather than storyline advancement.
But
this is only half of the story because, as already mentioned, SpellForce
Universe also includes the sequel, Shadow Wars, and the Dragon Storm
add-on pack. Set several decades later, the story follows the exploits
of the Shaikan, a race of humans infused with the blood of dragons.
This combination of human and dragon DNA makes them almost invincible
as long as there is another of their kind around to resurrect them.
This is a function of the game that competently replaces the Rune-resurrection
system of the original and is also easier to get to grips with,
making SpellForce 2 even more accessible to newcomers, whilst remaining
similar enough to appease long-standing fans. The Shaikan have their
own enemy to overcome - the evil Sorvina, a half-demon nutcase who
has laid waste to the fortress island of the Shaikan and kidnapped
Ur, the beloved dragon ruler of the race.
There
are more RPG portions in the sequel, creating a world that's very
reminiscent of Dungeon
Siege II, with the option to switch views to a more modern World
of Warcraft-inspired third person viewpoint. Indeed, the developers
added a few subtle allusions to Blizzard's legendary RPG monster,
with a few amusing in-jokes thrown into the random bursts of dialogue
between your assembled heroes. At one point a two-handed sword is
found on a vanquished foe and the archer in the group immediately
shouts, "Hunter Weapon!", to which one of the other characters replies:
"Never! Roll for it?". Whilst some may argue that moments like this
detract from the realism of the setting, I think it shows the fun
that JoWood Studios wanted to inject into the game and adds a touch
of playfulness to the proceedings. This is essential in fantasy
games, which can occasionally be accused of taking themselves too
seriously.
Graphically
SpellForce 2 is better looking than its predecessor, which is to
be expected. Textures are more advanced and on a high-spec machine
the world is truly breathtaking. Swaying grass, reflections in water
surfaces and well-animated dust-ups abound. The graphics engine
is capable of handling literally scores of enemies onscreen, all
duking it out with very little slowdown. Unfortunately the scripting
is no better and the voice acting is still somewhere in the realms
of Xena and Hercules. Thankfully, this only casts a faint shadow
on the proceedings.
The
RPG aspect is handled slightly better in SpellForce 2, with more
choices where skill selection is concerned. There are five other
player-controlled characters to be recruited along the way, and
the game partially controls the advancement of four of them; a fighter,
a healer, a sorcerer and an archer. How it accomplishes this is
unique and well thought out; at certain points in the advancement
of these characters, a skill becomes available that is automatically
chosen, guiding them down a specific path, or "calling". You choose
other skills in the interim, meaning that overall control of their
development is still yours. The fifth character, your avatar, is
entirely developed by you, allowing you to complement the other
four in any way that you please.
The
inclusion of the "Click & Fight" system makes the RPG sections even
more accessible, too. Click on a player character or ally and skill
buttons appear beneath the portraits of beneficial spells and buffs;
click on an enemy and the offensive spells appear. In the thick
of battle, assigning individual actions to your characters becomes
a doddle, whilst orchestrating your characters and a mass of created
soldiers in the RTS portions to attack single targets and enemy
strongholds becomes an absolute joy.
The
RTS portions themselves are also slightly more in-depth but still
very accessible. Build a hub and gather resources (Stone, Silver
and Lenya plant), and expand by creating new buildings and upgrading
your headquarters with either Human, Dwarf and Elven upgrades, each
opening new training constructs and different military units, from
gryphon-mounted mages to sentient trees - and that's just the human
side of things. Later on in the game you will control orc settlements
and create wolf-mounted shamans and troll armies. The story is advanced
by a well-balanced mix of RPG and RTS, and you are never left feeling
that there is nothing to do - but at the same time you are never
overwhelmed. Had enough of strategy and plot for a while? Nip off
and complete some side quests to earn experience and rewards, or
alternatively, return to your very own settlement and prove yourself
to be a powerful, fair leader. At a certain point in the story you
are granted your own island of Westguard, the protection and advancement
of which is entirely your responsibility. Westguard can be travelled
to at any time via "Journey Stones" (waypoints) whenever you feel
like doing something different for a while.
Add
in the Free Mode, a freeform RPG/RTS campaign centred around the
advancement of a separate avatar and his/her companions, and Skirmish
Mode (a purely RTS mode) and the game's size almost doubles. Factor
in the other factions available in Free Mode (the orc Clans and
the demonic Pact) and Skirmish Mode; and then consider that
the Dragon Storm expansion includes a new faction (the Shaikan),
a new campaign with fresh maps for the taking, new character advancements
and an Arena Mode for higher level players, and SpellForce Universe
starts to look like perhaps the most comprehensive game package
available in either the RTS or RPG genres.
In
SpellForce Universe you get not one game but half a dozen - literally
hundreds of hours of high quality gaming that seamlessly
mixes fun, strategy and deeply involving, story-driven gameplay.
It's not the greatest RPG or the most taxing RTS, but the SpellForce
series is nonetheless the only truly successful amalgamation of
the two genres. Huge and involving, good-looking, well rounded and,
perhaps above all, lovingly crafted, SpellForce Universe is fantastic
value and proof that quantity and quality can go hand in hand. Good
things can come in large packages, and when they do - sorry Kylie
- I know where my money has to go.
Reviewed by Mick Fraser for AceGamez (All Rights Reserved).
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