Spellforce 3 – The Clash of White Noise Emitters

Spellforce 3, THQ Nordic

<p>For all the slinging I’ve been found doing at RTS and RPG titles&comma; you may be surprised to learn I actually enjoy both genres thoroughly&period; I’ve been burning my free time with the help of <em>Total War Warhammer 2<&sol;em>&comma; <em>Persona 5<&sol;em> is a definite highlight of the year and I have been playing<em> XCOM 2<&sol;em> on and off constantly since release&period; You could even go as far as to say that a combination of the two enjoyable genres should create an improved greater genre in what some Americans may call the &OpenCurlyDoubleQuote;peanut butter and jelly formula” and no English call the &OpenCurlyDoubleQuote;bubble and squeak formula”&period; Yet&comma; <em>Spellforce 3<&sol;em> underlines that sometimes the combination is a sickly slurry&comma; like curry with minced strawberries&period;<&sol;p>&NewLine;<p><em>Spellforce 3<&sol;em> is an RPG&sol;RTS title with some legacy&comma; the first title releasing back in 2003 and the second releasing in 2006 &lpar;both containing plenty of DLC content&rpar;&period; Although interestingly&comma; the series fell out of the hands of the original developers&comma; Phenomic&comma; just after being bought out by EA &lpar;in case you want another sin against EA for the Book of Grudges&rpar;&period; Under the publishing grasp of Nordic Games &lpar;and then THQ Nordic&rpar;&comma; the next DLC packs were developed by Trine Games &lpar;<em>Spellforce 2&colon; Faith in Destiny<&sol;em>&rpar;&comma; Mind Over Matter Studios &lpar;<em>Spellforce 2&colon; Demons of the Past<&sol;em>&rpar; and now Grimlore Games for <em>Spellforce 3<&sol;em>&period; Don’t worry&comma; we’re coming to come back to this history lesson&comma; I promise&period;<&sol;p>&NewLine;<p>In the campaign&comma; you play as a character who pretty much rolled snake eyes on the &OpenCurlyDoubleQuote;fate” dice&period; First&comma; your mother dies in childbirth&period; Then your father becomes an infamous sorcerer&period; It is at this point you suddenly grow a conscience and try to rebel against your father&comma; which predictably leads to your head being on the executioner’s block&period; What luck&comma; just as you’re about to magically have your brains ejected out of your skull at full force the empire arrives&excl; Hooray&excl; Said empire whose major religion treats magic users as those to be tortured in public&comma; which you happen to be a magic user&period; Oh dear&period;<&sol;p>&NewLine;<p>Basically&comma; <em>Spellforce 3<&sol;em> isn’t written well&period; True to a significant portion of RPGs&comma; there is a real sense of the protagonist being built up as being a big deal for no real reason except fate&period; Your bloodline is special so the church decides not to make your head explode or drive you insane&period; On the other hand&comma; in contrast to a lot of modern RPGs&comma; it is laughable how linear everything is&period; <em>Spellforce 3<&sol;em> dangles conversation options over your head like a pair of shiny keys with no payoff&period; I purposely tried to change both significant and very minor plot points via conversations with just no such luck&period; Even the areas are arranged as levels rather than an open world&period;<&sol;p>&NewLine;<figure id&equals;"attachment&lowbar;132636" aria-describedby&equals;"caption-attachment-132636" style&equals;"width&colon; 1000px" class&equals;"wp-caption aligncenter"><img class&equals;"size-large wp-image-132636" src&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2017&sol;12&sol;20141411&sol;20171213230319&lowbar;1-1024x576&period;jpg" alt&equals;"" width&equals;"1000" height&equals;"563" &sol;><figcaption id&equals;"caption-attachment-132636" class&equals;"wp-caption-text">Spellforce 3&comma; THQ Nordic<&sol;figcaption><&sol;figure>&NewLine;<p>Although it feels like even Grimlore Games agrees the writing isn’t the strong suit in what is meant to be part role-playing game&period; Often you’ll spot narrative holes&comma; inconsistencies&comma; and other issues&period; One glaring example was my protagonist just couldn’t seem to remember if they were sentenced to die by the rope or pike&period; This is when bugs don’t invade&period; One dialogue option gave me a &OpenCurlyDoubleQuote;choice”&comma; except said choices&comma; had disappeared which left a blank area and no good way to leave the dialogue&comma; which led to no good way to leave the area and continue the story&period; Another time&comma; the level ended mid-sentence&period;<&sol;p>&NewLine;<p>That said&comma; I could sense Grimlore Games gave characterization a shot&period; The voice acting by the actors is excellent&comma; with range and depth given&period; Doug Cockle &lpar;Geralt from<em> The Witcher<&sol;em> series&rpar; even makes an appearance among the cast&period; Except&comma; well&comma; Cockle has a very stoic voice acting performance style and with absolutely no body-language it sadly comes off as more flat than it really is&period; In addition&comma; too many times voice actors felt miscast&comma; some voice actors feeling too effeminate for how the characters looked&period; That said&comma; I don’t blame said voice actors who did wonderfully with the material given&period;<&sol;p>&NewLine;<p>Then again&comma; perhaps it is unfair to judge<em> Spellforce 3<&sol;em> for its story&quest;<&sol;p>&NewLine;<p>I personally wouldn’t judge it favorably for its RPG mechanics either&period; You have an equipment loadout &lpar;which you’ll reap equipment like a <em>Diablo<&sol;em> title&rpar;&comma; 5 attributes &lpar;that affect what equipment you can equip and the potency of skills&rpar; and the option to pick three skill trees out of six &lpar;with each skill tree containing 6 skills to put points into&rpar;&period; Each character in your party &lpar;which it seems you can have up to four in your party&rpar; can have three skills in the taskbar ready to use&period; Often this RPG combat involves just slapping your force’s numbers against the enemy’s numbers until one falls down&period; It isn’t flat out bad&comma; but it’s the gameplay equivalent of eating glue&period;<&sol;p>&NewLine;<p>Where bad strolls in is the life system&period; If a character is downed and they bleed out&comma; or if you have a party wipe&comma; your fallen friends will respawn but a charge is removed per resurrection&period; If you run out of 6 charges the game ends&period; The more I flailed and would die by attrition of lives&comma; the more I began to think we were beyond life systems&period; What’s wrong with simple free resurrections&comma; with enemies getting their health back&quest; Maybe some games can handle frugally giving lives out as a form of challenge&comma; but<em> Spellforce 3<&sol;em> only utilizes it as a form of cheap difficulty&period; This is especially as you’ll never know the difficulty of an encounter before you are knees deep in your own blood after just one swing&period;<&sol;p>&NewLine;<figure id&equals;"attachment&lowbar;132641" aria-describedby&equals;"caption-attachment-132641" style&equals;"width&colon; 1000px" class&equals;"wp-caption aligncenter"><img class&equals;"size-large wp-image-132641" src&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2017&sol;12&sol;20144536&sol;Spellforce-3-Pic-2-1024x576&period;jpg" alt&equals;"" width&equals;"1000" height&equals;"563" &sol;><figcaption id&equals;"caption-attachment-132641" class&equals;"wp-caption-text">Spellforce 3&comma; THQ Nordic<&sol;figcaption><&sol;figure>&NewLine;<p>So&comma; if the RPG mechanics aren’t really any good&comma; what about the RTS end of things&quest; You may remember some time ago I reviewed <em>Dawn of War 3<&sol;em>&period; The RTS segments follow an odd cross of that multiplayer mode with <em>Age of Empires<&sol;em>&period; You build buildings that harvest resources and assign workers to them&comma; with each capture point giving you a larger zone to harvest&period; You then throw troops at the problem until it solves itself&period;<&sol;p>&NewLine;<p>An area I don’t think I gave <em>Dawn of War 3<&sol;em> enough credit for is how the inclusion of heroes really change the landscape of battles&comma; as in contrast<em> Spellforce 3<&sol;em> the playable characters feel more like &OpenCurlyDoubleQuote;elite troops” than heroes and can still easily get torn to shreds by a surprisingly small weak force&period; Moves just don’t feel powerful enough or alter the landscape via area knock-backs and terrain manipulation&period; Personally&comma; I think the &OpenCurlyDoubleQuote;low fantasy” approach to RTS hero difficulty does clash with the prior hero-actualization narrative style&period;<&sol;p>&NewLine;<p>Besides that&comma; the RTS angle is just an inoffensive dull state of tolerance akin to white noise&period;<&sol;p>&NewLine;<p>Then again&comma; the more I think about the gameplay the more I feel this RTS&sol;RPG combination venture was doomed from the start&period; This is going to require a somewhat longer explanation involving a point of comparison&period;<&sol;p>&NewLine;<p>In grand strategy titles like <em>Europa IV<&sol;em>&comma; there is a tactical decision between building tall or building wide with regards to your country&period; This means either capturing a lot of land that is weak &lpar;e&period;g&period; The Ottoman’s gameplay style&rpar;&comma; or upgrading and building up small parts of land &lpar;e&period;g&period; Venice’s gameplay style&rpar;&period; Similarly&comma; in RTS titles&comma; you have to make a decision between using a few powerful troops or raiding your foe with sheer mass in the form of a flood of weak troops&period;<&sol;p>&NewLine;<p><em>Spellforce 3<&sol;em> seems determined to answer this question with &OpenCurlyDoubleQuote;both”&period; Not in the sense of giving you the option of building tall or building wide&comma; but doing both simultaneously&period; You will flood the fields with troops &lpar;exclusively in the RTS sections&rpar;&comma; and then upgrade your hero characters &lpar;primarily via the RPG sections&rpar;&period; By trying to do both there is a distinct lack of focus and tactical play in the campaign mode&period; The heroes and the general troops don’t intermingle&comma; one informing the other’s gameplay style&comma; rather they fight the same battles somewhat separately with their own individual tactics&period;<&sol;p>&NewLine;<figure id&equals;"attachment&lowbar;132637" aria-describedby&equals;"caption-attachment-132637" style&equals;"width&colon; 1000px" class&equals;"wp-caption aligncenter"><img class&equals;"size-large wp-image-132637" src&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2017&sol;12&sol;20141447&sol;20171213232717&lowbar;1-1024x576&period;jpg" alt&equals;"" width&equals;"1000" height&equals;"563" &sol;><figcaption id&equals;"caption-attachment-132637" class&equals;"wp-caption-text">Spellforce 3&comma; THQ Nordic<&sol;figcaption><&sol;figure>&NewLine;<p>However&comma; it’s weird to call<em> Spellforce 3<&sol;em> conceptually doomed because of the long history I laid out before&period; If <em>Spellforce 1<&sol;em> and <em>2<&sol;em>’s focus on a blend of RTS&sol;RPG was so bad&comma; then why were sequels made&quest; To this&comma; I have a hypothesis&colon; Albeit one born from someone who has not played prior games&period;<&sol;p>&NewLine;<p>While the original developers of the series&comma; Phenomic&comma; had an ideology that gave a good blend of RTS&sol;RPG gameplay&comma; other developers have been unable to capture the same lightning in the bottle&period; This is something similar to what happened to the <em>Silent Hill<&sol;em> series&comma; as after Team Silent no developer managed to recapture what made <em>Silent Hill<&sol;em> fantastic&period; I may be wrong&comma; but it would explain to me the bad time I generally had with <em>Spellforce 3<&sol;em>’s gameplay&comma; the positive score for Phenomic’s work on Steam and the mixed review score for <em>Spellforce 2&colon; Demons of the Past<&sol;em> and <em>Spellforce 2&colon; Faith in Destiny<&sol;em> &lpar;both not made by Phenomic&rpar;&period;<&sol;p>&NewLine;<p>Overall though&comma; the RTS&sol;RPG genres feel too independent from each other&period; The two genres feel like they’re siphoning much-needed resources from one another&comma; leaving somewhere between a bad and a generic white-noise aftertaste&period;<&sol;p>&NewLine;<p>We then get to the multiplayer&period; I tried giving co-op a punt but realized it was just two inputs onto the same single-player campaign board&period; We both had only one created character between us&comma; we both controlled everyone and we both got frustrated as we kept accidentally stepping on each other’s shoes&period; Rather than adding another dimension and acting as a form of social bonding&comma; it was just a cheap tacked-on mode onto what was already there&period;<&sol;p>&NewLine;<figure id&equals;"attachment&lowbar;132640" aria-describedby&equals;"caption-attachment-132640" style&equals;"width&colon; 1000px" class&equals;"wp-caption aligncenter"><img class&equals;"size-large wp-image-132640" src&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2017&sol;12&sol;20144404&sol;Spellforce-3-Pic-1-1024x576&period;jpg" alt&equals;"" width&equals;"1000" height&equals;"563" &sol;><figcaption id&equals;"caption-attachment-132640" class&equals;"wp-caption-text">Spellforce 3&comma; THQ Nordic<&sol;figcaption><&sol;figure>&NewLine;<p>Before we conclude&comma; we should talk about the graphics&period; If you’ve seen the screenshots &lpar;including the ones dotted through-out this review&rpar;&comma; they really are gorgeous to look at in motion as well&period; There is just a majestic variety of the lands you will see as you launch on your campaign&period; It is the main positive of<em> Spellforce 3<&sol;em>&period; Even if this environmental beauty is harmed by constantly blocking the view &lpar;as terrain doesn’t become see-through if things go behind it&rpar; and heroes often blending into the environment a bit too much&period;<&sol;p>&NewLine;<p>The final score for <em>Spellforce 3<&sol;em> is a 4 out of 10&period; While some games ruin themselves with one or two major issues despite some good parts&comma; in <em>Spellforce 3<&sol;em>’s case it is the collection of many many problems with very little to justify it&period; I couldn’t even get angry with it&comma; as overall it was just boring&period; It was the combination of two deeply mediocre attempts at genres &lpar;with the odd small issue&rpar;&comma; which only served to highlight the flaws and overshadow the achievements&period; It is genuinely hard to recommend <em>Spellforce 3<&sol;em> to anyone&comma; even those who find humor in bad games or want to learn from blunders&period; I wish good luck to anyone who wishes to venture into these patience-testing lands&period;<&sol;p>&NewLine;<p style&equals;"text-align&colon; center&semi;"><strong>A PC Review Copy of Spellforce 3 was provided by THQ Nordic for the Purpose of this Review<&sol;strong><&sol;p>&NewLine;

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