Warlords Battlecry III
Warlords Battlecry is coming back to us for the third time – and this is probably one of the unique cases in the gaming industry, when for the third time actually the same product is sold, undergoing mainly quantitative changes, and if qualitative, it’s rather huge amount, but the little things. This is even more surprising in the third version, in which not only the publisher, but even the developer was replaced. However, the Warlords brand has a lot of surprises. For example, Warlords Battlecry is a cult series of real-time strategies that grew up on the cult series of turn-based strategies Warlords (about the last, fourth, part of which we wrote earlier in the Chronicles).
And the first part of Warlords was one of the first serious, moreover, multiplayer strategy games on the PC – we can say the ancestor of the genre.
But at the same time, it somehow happened that, for all their success, the Warlords games were always not massive, but so to speak elitist, for everybody.
And perhaps partly because of this, they were always unique in their own way – the epidemic of cloning attractive game formulas always somehow avoided them. This fully applies to the third part, which we will discuss in more detail below.
First, let’s tell those gamers who have long been seriously interested in Warlords Battlecry – what to expect from the new product and whether they need it at all. Actually, we need it – and we recommend that you take care of the search quite quickly, because the publishers official always liked to put their feet on Battlecry, which can make rare “cheap” runs. Firstly, because of the new single-player campaign – and the campaigns here have always been famous for their great appeal to fantasy fans. Returning to the canons, WB III abandoned the concept of gradually winning a patchwork card, as in the second series, and returned to a large linear adventure campaign where missions succeed each other, obeying an unfolding interesting story. Your hero, having gone through many diverse trials, having acquired many diverse allies – must in the end do away with the demon who escaped to freedom.
At the same time, as a hero can be arbitrarily created from many possible combinations, so missions can be selected for passage for different races (of course, among those that are currently available to you in the story) – which makes the campaign interesting both for passing and for creative passing.
Secondly, and this is a bonus, first of all, for fans of the multiplayer Battlecry, the number of races has once again increased significantly, exploiting now probably all the usual fantasy stereotypes. People, for example, shared on similar, but at the same time different Empire and Knights, snakemen with a strange name, the “biological” Swarm (swarm) were added, evil was replenished with Plague-lords and so on. The developers assure us – and in principle, the players on the forums confirm this – that a lot of work has been done to improve the mutual balance of the races and their fine tuning. But on the other hand, we ourselves cannot fail to understand that the more races become, the more difficult this work is and can be said to be vast.
Thirdly, the graphic engine of the game was improved. No – the proprietary “two-dimensionality-drawing” has not gone away, game screens have generally retained their familiar appearance – but some unconscious sensations of changes may be present. So, a system for synthesizing a landscape substrate became obviously new – and not the fact that these changes are for the better, because the quality of the textures causes minimal, but questions.
But, perhaps, the integration of structures with the soil has improved, the structures themselves have become more colorful, pretentious and more natural. The graphics were updated, but did not lose their roots – and this is good.
Well and the last – this is a large package of “updates on the little things.” New races and classes of heroes, new objects and spells, refinements to the rules of development, most likely improved algorithms of aggression-behavior and observance of formations. Many small changes that make the game in a complex – more perfect, more complete, more harmonious. This is a global patch – although who knows, has the new developer really rewritten the entire core of the game?
And now a few words for those who, for one reason or another, did not at one time join Warlords Battlecry. After all, perhaps this is a very serious loss for those of them who are: a serious fan of fantasy, and, therefore, fantasy games; a fan of the complex rich real-time multiplayer, and maybe even a single player. Well and especially – for those who unite both these hobbies in their souls.
Fantasy gamers need to keep in mind that few other games (except perhaps HMM or AoW there) are so deeply immersed in a magical, vibrant, colorful, vibrant fantasy atmosphere like WB. Huge powerful monsters, a variety of magic, amazing architecture, bizarre possibilities of the most diverse creatures.