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At first glance, The Golden Horde does exactly what it says in the
tin; it's a historical real-time strategy. Before you start groaning
however, it's worth setting the scene a little. Unlike the usual
PC gaming definition of history, which it seems has only has two
different eras - the Roman Empire and World War II - Horde is set
in the early Thirteenth century, allowing you to play as either
Mongols, Russians or Crusaders. It's worth mentioning that the game
maintains a respectable level of accuracy too, and without bogging
down those who aren't really interested in historical facts.
I'm
going to break with convention and explain the overall feel of the
game right here, rather than reserving it for the conclusion, as
it's the most crucial thing that you need to take away from reading
this review. From start to finish, in just about every aspect, Golden
Horde feels like a budget piece. Nothing that you are presented
with is outright terrible, but there's an obvious lack of effort
throughout the game, and although that can be forgiven in some cases,
it's worth mentioning that, despite the budget feel, the game doesn't
come attached with a budget price tag.
The
story mode allows you to play as all three factions and they are
reasonably different from one another, although not nearly as unique
as we've seen in more defined fantasy factions like those in Dawn
of War or Command
& Conquer. The story itself is a fairly understated affair with
absolutely nothing that inspires any real feeling or emotion. At
best it serves to give you some idea of what you are fighting for,
and at worst it's mind numbing and stretches on for several hours
more than even the most hardcore RTS fan would prefer. This was
obviously never going to be the setting of choice for most players,
but I'm a firm believer that anyone can be won over to an historical
setting with a well paced story and strong characters. Unfortunately,
Golden Horde has neither. This is made worse by perhaps the most
obvious sign of developer laziness - the complete lack of online
play, with just IPX included to satisfy those who wish to battle
with human opponents.
Two
things set RTS games apart from the crowd in today's industry: graphics
and innovation. So how does Golden Horde fare on treading new ground
in an incredibly crowded marketplace? Well, the system that's most
lauded by the game and shoved in your face within the first few
seconds of the tutorial is the ability to equip your soldiers with
different weapons that give them different abilities, basically
turning them into entirely new units. On paper this might sound
like a recipe for micromanagement disaster, but thanks in part to
the boring but handy interface, it's actually the game's saving
grace, adding a much-needed level of depth to the gameplay. It's
interesting to see the same units performing different actions depending
on whether they are holding a bow or a sword, rather than just building
units of the relevant type from a barracks.
If
you think that equipping weaponry sounds more RPG than RTS then
you wouldn't be wrong and overall Golden Horde does have noticeable
RPG leanings. The experience system that allows your troops to grow
stronger and achieve upgrades the more fights they survive has been
seen many times before, but Golden Horde places real emphasis on
this feature so that it moves away from simply a 'nice touch' to
be something that you really have to consider in battles. Unlike
the weapon system however, this dynamic seems to weigh down the
strategy and slow the overall pace of the game, rather than take
any steps towards enhancing it. Not a single time did the levelling
system feel anywhere near as fun, exciting or crucial to the gameplay
as that of Warcraft 3, a game that's now over five years old.
Golden
Horde's final innovation is a real missed opportunity; adverse weather
conditions can enhance or impede the performance of your army. For
example, wind might help or hinder your archers' arrows, while heavy
snow slows down your entire troop. This is all interesting enough
on paper, but the problem here isn't innovation - it's implementation.
The system simply isn't taken advantage of and you only really remember
its presence during those times where it's obvious that the game
wants you to use the weather and has already set everything up for
you. Perhaps if we had been lucky enough to see some multiplayer
then we might have been able to explore the tactical depth of this
feature more.
Graphically,
Golden Horde is an entirely mediocre affair. There's nothing to
take outright offence to but, other than a rather bold array of
colours, there's nothing that will blow you away, with some areas
looking dated. White lines where tiles end are often visible and
even on the highest settings there's an obvious lack of anti-aliasing.
Nothing seems smooth or natural, despite the fact that the majority
of the game takes place in various tree-filled environments. This
is all compounded by the fact that there's not variety here at all;
once you've played for about an hour you've seen just about everything
that the game is going to offer you, visually at least. The sound
on the other hand is the dark horse of Golden Horde, providing some
genuinely enjoyable musical set pieces. The sweeping orchestral
sounds work very well at certain points in some of the missions,
while the voice acting is also surprisingly good. Neither aspect
sets a benchmark but both seem to have had more effort put into
them than the rest of the game.
The
control system and interface are both usable and instantly recognisable
to anyone who has played an RTS before. Useful then, considering
that the tutorial doesn't really mention how to control anything
at all. Players used to Command & Conquer 3 or Supreme
Commander's large battlefields may feel very restricted by the
amount of the map that you can fit on the screen at any one time.
Typical
missions involve a mixture of siege and defence, with an emphasis
on the hero characters. Strip away the weapon system though and
you're left with nothing that makes you want to continue past the
first few hours of the campaign mode. Mission variety is nonexistent
and without something special in either the story or the graphics
department, the novelty of equipping weapons alone will see only
the most determined of gamers through to the less than thrilling
conclusion. Golden Horde seems to be really interested in making
sure you buy it but totally unimpressed by the idea that you might
actually want to have some fun playing it. For a game that's set
in such a turbulent and exciting time in European history, you would
expect to feel like you're there; like part of something epic. Games
like Company of Heroes
and the Total
War series accomplish this feat seemingly without effort, so
the fact that Golden Horde tries so hard but still falls flat on
its face is a rather damning statement of its complete lack of originality.
Perhaps
the biggest problem with The Golden Horde is far simpler, however.
It does have some nice touches; looting weapons from your dead enemies
brings a new element to the field and the experience system expands
as far as the units who craft your weapons, so it's not just about
making sure that you outnumber your enemy. The problem is that for
every tentative, stumbling step that Golden Horde makes towards
originality, it fails on something crucial. Introducing new gameplay
elements is important if you want to stand out, but it's far more
important to make sure that you get the basics right. People who
are particularly interested in this era of history might find the
setting is just enough to see them through to the end, but for the
rest of us there are just too many better options out there.
Reviewed by Rob Clarke for AceGamez (All Rights Reserved).
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