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It is a struggle of desperation. Every stroke of a sword, each blast of fiery magic, must be endured beyond exhaustion, for once the clouds of destruction clear, lands will have been transformed, new armies will have been forged, and the cheers of the liberated will resound throughout the land. Only one race shall claim victory. Only the chosen will survive.
Engage in classic turn-based strategy and RPG action in a fully explorable medieval world. Battle to the death as a champion from any one of four completely distinct races. Take on the challenge of the Sacred Lands as a Mage, Warrior, or Guildmaster--all possessing unique strengths and weaknesses. Master more than 100 spectacular spells, each boasting its own dynamic animation. An exclusive experience model allows for groundbreaking variety and depth-of-character evolution. Awe-inspiring hand-drawn and prerendered graphics enliven the never-before-seen landscapes and denizens of these magical realms. An engrossing story line weaves through four complete campaigns, multiple scenarios, and hundreds of hours of gameplay. Clash in multiplayer action with up to four players over a LAN or the Internet.
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Most Helpful Customer Reviews
15 of 16 people found the following review helpful:
4.0 out of 5 stars
Can't wait for the sequel,
By Dave Buttick (West Lebanon, NH) - See all my reviews
This review is from: Disciples: Sacred Lands - Gold Edition (CD-ROM)
I quite enjoyed this game. You move your heroes around much in the way you do Heroes of Might and Magic 3. But that is where the similarities end. You get hire heroes in town and form parties of the creatures of the 4 different races. Each creature is unique in the type of action they can perform during combat. Combat enables your creatures and hero to gain levels and become more powerful. The way they go up in levels all depends on the type of structures you've chosen to build in your capital town. Also there are different types of heroes for you to hire, depending on if you want a scout, a mage, a fighter, or a hero who plants rods. Rod planting is how you gather the various rescources in the game, and it becomes crucial to your strategy in winning the game. Overall the game was very fun too play and kept me up late into the night. The four races you play are very well balanced. The character drawings are excellent and really add a great flavor to the game. The only downside is the in-game graphics are not up to the standards of today (albeit this was 2 years ago), but this is thoroughly overshadowed by the great gameplay. There is a sequel coming out that looks to vastly improve on the graphics. I can't wait.
6 of 6 people found the following review helpful:
4.0 out of 5 stars
GREAT,
By "blackomen22" (Naperville, Illinois) - See all my reviews
This review is from: Disciples: Sacred Lands - Gold Edition (CD-ROM)
Disciples is an amazing mixture of Strategy and RPG.I have listed the aspects of the game on a one to ten scale (ten being the best). GRAPHICS: OK
11 of 13 people found the following review helpful:
3.0 out of 5 stars
Not bad. Not great.,
By
This review is from: Disciples: Sacred Lands - Gold Edition (CD-ROM)
"Heroes of Might & Magic" could be considered its own genre, where heroes are moved around a map with their armies to acquire resources that support their military operations, and where battle is carried out in a different mode than the day-to-day exploration. HoMM probably does it best, but that doesn't mean that there isn't room for a lot of good variation. Which brings us to Disciples: Sacred Lands.There's a lot of good variation here: - Heroes' armies are small (no more than six total, including the hero) but advance in skill with combat (and only with combat, avoiding the economy-driven approach of HoMM). This makes distributing and managing the individual troops cruical: it's not just a matter of "hiring another archmage" because you have to hire an apprentice and keep him alive long enough to grow in power. In some scenarios, the troops are limited in level, too, so there's some advantage to spreading the experience around. - Instead of heroes "tagging" resources to control them, controlled cities slowly transform the terrain surrounding them, and capture resources that way. (You have special units that can plant rods in areas where cities don't reach, or to try to "steal" a resource.) This eliminates the HoMM business of having to chase after a weak hero who's stealing all your resources. - Combat is strictly front-row/back-row. This makes it easier to protect weaker missile and support troops, sort of. (A lot of troops can attack back-row troops, but they are less approachable.) So, why the 3-star rating? Mostly, a combination of little things like a very sketchy, typo-filled manual; weak combat graphics (you don't interact with your troops on the combat screen, but using portraits that are alongside the main screen, and the troops don't interact with each other, either); the interface is a little clunky (if you double-click a destination and your hero has movement points, he'll move there, but if he's out of points, the second click will actually erase the point as the destination, and the lack of the move button means that every time you have a destination that's further than one day away, you have to click on the destination every turn); the autosave feature actually seems to penalize you for reloading, which I can sort of see on the harder levels, but which seems sort of juvenille on the easy levels for a game that offers little in the way of a tutorial or any way to know what you're getting into before you get into it. Nonetheless, the game is commendable for taking a general framework and not just saying "me, too". It has more of an intimate feel than HoMM (for better or for worse) and it's definitely rough-around-the-edges, but at the gold edition's price, you could do a lot worse.
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