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101 of 105 people found the following review helpful:
4.0 out of 5 stars
Real-Time Strategy with a twist..., September 24, 2005
Fun:4.0 out of 5 stars
The goal of the developers was to make a RTS with RPG elements and they definately accomplished it.
When the game begins you can start out with either the Order of the Flame (Basically the human/elves/dwarves) or the Lizardfolk. Each race has a hefty amount of units to choose from beyond the standard warrior/rogue/healer archtypes. You have about ten types of Captains, four heroes and one Juggernaut character to use. Each has their own special abilities in standing with the Dungeon and Dragon's universe. For example, Clerics will get cure light wounds/hold/ressurection type abilities. Addtionally, there is a skirmish mode where you can launch and play up to seven other teams on a map as well as multiplayer.
The tutorial on how to play the game was pretty good although the Narrator voice tended to draw his words out and made the tutorial very slow and a lot of stuff in there you really didn't need (I think all gamers can see the glaring difference between what a green checkmark and a red X signifies)
For building construction, you have a preset number of building squares. For example, in a main Nexus base you have a total of 16 squares on which to build with your structures. So depending on what structures you place will relate to the capabilities of your army. Each unit has a primary attack element and resistances. This is a major factor in the game because if your unit uses a primary attack of lightning and the unit it is attacking is 95 percent resistant to lightning it's not going to do hardly any damage so there is some skill and thought involved. There are other elements to the strategy of fighting as well, but that is the key element in the battles you will fight.
Personally, I didn't like the RTS elements of the game so much as I did the RPG elements of Dragonshard. I liked taking my little guys down in the Underground and doing the little quests and exploring. However, they blend fairly well together. Your units will go down to explore and quest and pop back up outside to build your bases and collect resources. Now, everything happens in real-time but the RPG underground elements are paced out so you won't be in the predicament of disarming traps, etc. For example, one of the missions has you against the Lizard folk but they aren't attacking and holding a river pass while building their troops up so you can explore the underdark without having to defend against his armies. I was skeptical buying the game on how they would pull it off, but they developed it quite nicely creating a really fun expierience.
Speaking of resources there are three types. EXP which is gained from monsters or scrolls, Gold and Dragonshards. EXP and gold are practical in that you get both from killing monsters and questing underground. The dragonshards are kind of a pain. They are scattered across the above-ground map and respawn when the world gets dark and they fall from the sky and make little craters where you have to send a unit to go pick the stuff up. Gold and Dragonshards are the two resources required to build anything and exp is just used to upgrade your units.
The bad part is that you cannot set a unit to auto pick-up dragonshards all over the map so if you are running low you need to take one of your guys and go click around on the shard droppings. It's not TOO bad mainly because you don't need a ludicrous amount of shards and gold to keep armies in the field and if you play well you shouldn't have too many "wipes" with your units until the later missions.
In later missions your armies will become quite large and give little system burps mainly due to the massive amount of units on the field. Each captain you build can also have soldiers attached to them depending on the level, so you can have upwards to 60+ individual little fellas on your side alone on the screen. It's difficult in later stages when you have sooo many units on the screen it can become overwhelming to manage them all. You can assign hotkeys to specific groups but it's still a little overwhelming. If you are a pro at Warcraft/Starcraft type games then you should have zero problem with the RTS elements of Dragonshard, however.
As far as bugs I've only had a few so far and that was a glich with Save/Loading which only happened once and a few minor crashes. There is an auto-update button upon launch which makes getting patches pretty easy.
Multiplayer. I have not tried the multiplayer out yet, but I can see it being a good expierience mainly because the unit types are varied and unit balance is excellent where no one unit except for the Juggernauts and Heroes are the end all and be all. Even the Heroes and Juggernauts are balanced because you can only have one on the map and they take a lot to build. Unsupported they will fall quickly to a group of regular captains.
Summary of Pros and Cons:
Pros
- Resistances add a lot of strategy to unit mix in armies
- Graphics were well done.
- Sound was good and voice characterization
- Excellent unit balance
- Replayability and length of game will give you a lot of game time for your money.
- SUPERB storyline.
Cons
- Tutorial too dummified and long.
- Dragonshard collection is not very user-friendly.
- Large battles turn into a massive slugfest and will probably lag out low-end computers.
- Few bugs.
Overall I enjoyed the game. The developers succeeded in creating exactly what they said - RTS with RPG flare.
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60 of 65 people found the following review helpful:
3.0 out of 5 stars
An attempt that simply missed the mark, September 30, 2005
Fun:4.0 out of 5 stars
Touted as the "First D&D Real-Time Strategy Game", Dragonshard certainly brings some new fare to a genre that can often seem rote.
The "D&D" aspect of this game should be addressed before delving further. Based in the new D&D campaign world of Eberron, the graphics, storyline and overall feel of the game certainly captures the unique flavor of the campaign setting and gives a sense of the depth found in it.
Unfortunately, that is by and large where the "D&D" in the title ends. The game mechanics are not at all representative of Dungeons and Dragons and the reality is that it is D&D in name and flavor only. What little of D&D it parodies, outside of setting, it doesn't follow very closely and I suspect that most D&D fans who were hoping for something true to the game system itself will find themselves sorely disappointed on this count.
If you took away the Eberron setting I might half-jokingly suggest that it would border on the criminal to continue to call it a D&D game at all. Certainly those players familiar with D&D but not with Eberron will find this anything but a D&D title.
If you can get past that in the hope of finding a fun game underneath, and are willing to engage the necessity of learning an RTS in which knowledge of the D&D game system will fail to help you with in the least, you may find yourself both entertained and perhaps a bit addicted.
Graphically the game is well done and holds much in comparison to Warcraft III, but is more refined and detailed. The environments and units offer a lot in the way of eye-candy and the voice and sound that accompanies it are all very well done and convincing. In particular I found the Lizardfolk to be exceptional in this respect.
Beyond mere appearance, the actual game play is engaging and offers a plethora of strategy along the way. It doesn't really come into its own until you have become quite familiar with the varied troop types for each of the "civilizations" in the game. This is made more difficult due to the mechanics of the game as well as a lack of consistency between the traits of one unit to those in another civilization. Allow me to speak toward that a bit more in a moment.
As with most RTS games, a scissor-rock-paper model exists that require a player to form armies capable of countering the enemy while avoiding being countered at the same time. In Dragonshard the main means of holding to this model is through "resistances", of which four types can be found; magic, poison, fire and physical. Virtually all units in the game are resistant to three types of damage and are weak to one.
Some special units, such as Champions for which a player can generally only have one active at any time, do what is called "fierce" damage, essentially ignoring any resistances of their target.
This, by and large, works well enough though it requires a bit of memorization to be effective and is not entirely consistent from one civilization to the next. For example, Lizardfolk warriors deal melee damage and are weak to magic, their equivalent in the "Order", the dwarf barbarian, deals melee damage and is weak to melee damage, and yet the final variety of warrior, the Umbragen Wraith Knight, deals magic damage and is susceptible to fire.
With ten unit types available to each side, not including champions and juggernauts, this disparity between comparable unit damage types and resistances can cause a fair bit of mental juggling, particularly as you try to get accustomed to the rest of the game.
Along with these considerations, many if not most of the units have several special powers which become available as they increase in level. These powers range from healing and buff spells to direct and area of effect attacks, all par for the course. However, their use is frequently hampered by user interface issues that can leave you fumbling about the keyboard as a frantic battle ensues, all in the hopes of trying to utilize these unit powers to best effect against enemy units you have hopefully memorized the weaknesses of in the process.
If that sounds like it might be a bit tedious or difficult, you would be right. At least before you've become accustomed to these requirements of the game it can leave a person a little confounded.
Naturally, the best way to overcome this and gain familiarity with both the mechanics and user interface is to simply play the game a lot! Fortunately, even when lacking as a player the game hints at a gem underneath drawing you in further and further, and imbuing some familiarity along the way.
Perhaps this is because, for all the similarities with other RTS titles, Dragonshard breaks the mold a bit by combining attributes from the best of them while introducing a new layer that I don't think has yet found its way into the genre--dungeon adventuring.
On the surface world, the area where you engage army against army, defend your city and outposts, and generally manage the strategic aspects of the game, periodic rains of "dragonshard" fall from the sky providing a necessary resource to send your troops out to collect.
However, below the surface exist damp and dark evils into which you must send the captains of your above ground armies seeking out treasure and gold, the second primary resource needed to build and create your forces.
This below ground adventuring helps add a lot of interesting depth to the game, in both single and multiplayer games. It also, inevitably, divides your attention between the gathering of dragonshard above and gold below, even as your troops engage enemy civilizations and creeping monsters on both, earning experience to level up all the while.
This division of attention, of forming both armies and adventure groups to obtain resources and defend or attack with, adds a dimension of strategy to the genre that simply can't be found elsewhere. Kohan comes, perhaps, closest to the same offering and its influence in this game can readily be recognized in many aspects.
Truly, as you play it's likely you'll find hints of other games abounding. The above ground realm and the variety of troops immediately conjures up moments from Warcraft, Majesty and Kohan, while the below ground spelunking is reminiscent of Baulder's Gate/Icewind Dale and to an extent the more recent Dungeon Seige 2.
Amazingly they have incorporated the more unique features of many games, both inside and out of the RTS realm, in a largely seamless fashion resulting in a game of a different sort than you might otherwise expect.
Most importantly, despite its failure to live up to the D&D name (in terms of game play itself), it rapidly grows on a person with its fun and multi-layered demands for strategy and foresight.
Detracting from this fun game play stands only two fairly brief campaigns and a wholly lacking online multiplayer community, at least so far. It also begs the question as to why only two campaigns exist when there are three civilizations featured in the game.
The longevity of this game, in terms of replayability and any notable online community are at best questionable. Certainly the online aspect of this game is absent so far and there doesn't seem to be any indication this will change soon, perhaps condemning most players to the short single player campaigns before hanging the game on a shelf to be forgotten.
In the end, while I really do find the game enjoyable, I have difficulty recommending it while it teeters at the $50 range. It has a lot of potential left unfulfilled even as it introduces some aspects which hopefully won't be ignored by the next generation of RTS games. It certainly could be worse and can't be coined a total failure, by any stretch of the imagination.
Yet with only a moderate level of replayability, deficient online play and an almost complete failure to offer what was advertised outside of setting alone--a D&D RTS--I can only feel it appropriate to recommend waiting for this to hit the bargain bin before spending your hard earned dollars.
Pro:
* Engaging and fun game play
* Pleasing graphics and sound/music
* Mold breaking strategic design, with above and below ground adventure
* For those inclined, the Eberron campaign setting
Con:
* Not really a D&D title, as per game mechanics
* User Interface design is lacking in some key parts
* Two short campaigns
* Virtually no online gaming available at the moment
* Undocumented (and perhaps broken) game editor
* Moderate to steep learning curve
* Some notable bugs reported for some even after a first patch
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18 of 20 people found the following review helpful:
4.0 out of 5 stars
Fun For Masochists!, April 10, 2006
Fun:4.0 out of 5 stars
I waited a long time before writing this review simply because Dragonshard is a difficult game to take in. I've been playing real time strategy since the original Warcraft, so I went into this game with a lot of expectations. At first, I was very frustrated. After a little while I was amused. At last, I was blown away.
This game is really well thought out. There's a lot of attention to minute details that add to the experience immeasurably. Many other reviewers have mentioned the resistances, the strategy, etc... but very few of them have talked about the pace of the game.
Unlike the Warcraft and Command & Conquer series, Dragonshard doesn't allow you to create a group of peasants/harvesters and set them to the task of gathering resources. Instead, you have to build up a small army of characters who, basically, adventure for gold. This and gathering Dragonshards from the local area add a complexity to the game that is unknown to previous real-time strategy games.
What this leads to is a breakneck pace to the game as you try, in essence, to play two pianos at once, ESPECIALLY in skirmish mode. The single player game is pretty straight forward, but its when taking on multiple AIs that the game really becomes maddening.
On the one hand you're trying to build up an army large enough to repel attacks and remain strong enough to invade the enemy. On the other hand, you're trying to assemble a force of cavern crawlers to get you the money to build such an army. If that sounds difficult, that's because it is.
The game has an addictive quality, though, that I could see really appealing to masochists. Even though playing the game, especially in skirmish mode, is serious punishment, its punishment I kept coming back for more of. Maybe its because after each time, I seemed to be getting the hang of it more and more. Eventually I was beating my opponents on harder and harder levels. Then, voila, the game became fun!
If you're interested in playing a game that takes an entirely new spin on D&D and RTS, I heartily recommend Dragonshard. If you're looking for your standard RPG or RTS fare, respectively, this game is a definite pass.
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