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| Erwin's Pages Central > Articles > Games Reviews > Battle Realms | |||
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My horse was restless and rocky.
The men were all agitated and ready for action. I lured over the horizon
to see anything. Not a trace. I guess those bastards wouldnt show
up. They burned our village to the ground last we met. Hundreds were
slaughtered, so many lives taken, so many families ripped apart or wiped
away. It grieves and angers all of us when this horrible event comes
to mind. I retreated myself to the hills, to lock myself away in sorrow
and meditation. I, as many others, had lost everything that night. I
returned however, with a sense of unfulfillment. The balance had not
been restored. Phantoms and spectres but heavenly creatures as well
have been plaguing my mind for so long, screaming only a single word:
revenge. Well, you can usually tell that
a fancy introduction introduces one heck of game, and that almost-axiom
is true once more. Battle Realms is quite great. Battle Realms is set in a fictional
feodal Japanese age, pretty much related to the setting of Shogun. Battle
Realms has been designed as being a standard RTS: you have your base
and its economy, your units, your resources. Rice and water are the
two resources, so its kept simple. Another basic resource you
have are peasants. They are, much more than in WarCraft and Age of Empires,
the true cornerstone of Battle Realms: not only they construct all buildings,
they also train into units. Villagers frequently come out of Peasants
Huts, but this frequency slows when reaching a certain unit limit, making
peasant spawning as fast as harvesting mana without Lodestones in TA:
Kingdoms. Peasant can, as I said, train into numerous units. For all
4 races in Battle Realms (the noble Dragon, sneaky Serpent, barbaric
Wolf and the dark Lotus clan), there are 3 main structures for forward
units: one for melee fighters, one for ranged attakers and one for mages
or chemists. If you send a peasant to one of these buildings, he will
train into a certain unit. But these units can be sent to the other
facilities, allowing, using different combinations, in total 7 units.
A peasant sent to all buildings will create an elite unit. The Samurai
of the Dragon Clan for example are both deadly in close quarters and
with bow and arrow. Peasants can also be sent to bathhouses, which will
train a geisha. These buxom ladies are healers and serve as support.
There are other structures in the game, which usually result in a possible
perk or technique for a unit if hes sent to them. In the stables
you can keep horses caught by peasants (and which appear randomly on
a map). Any unit (with a few exceptions) can mount horses. These will
greatly increase unit speed and will also act a shield: a foe has to
kill the horse first before he can kill the mounted unit. Next, the
dungeon or keep can summon heroes and monks. There is a fourth (next
to rice, water and peasants) resource: the yin/yang balance. These are
alloted when making a kill. These yin/yang points are required for specific
action like hero summoning. The AI of pc controlled adversaries is rather tough. He will seldomly make mistakes and is quite sneaky: I had a contingent of Samurai guarding my town. Then, from 1 direction, I see an enemy Ronin coming in. I sent all my Samurai to that lone warrior. Big mistake of course. Because I didnt have any guard towers, the enemy attacks with his main force on the other part of town. Result: a bloodbath amongst my peasants and half of my Samurai killed (the bastard had Cannoneers and archers). You yourself can be incredibly tricky too, with a unique blend of techniques and units. Serpent Ronins for example can learn a skill called Blood Bond, something like the bond of a Necromancer with a Blood Golem in Diablo 2. But in Battle Realms, Ronin can use this Blood Bond to transfer received damage to another unit. The strategy to follow is of course logical: Blood Bond your Ronin with a unit with a unit with many hitpoints, send the Ronin out for adventuring, and surround the unit that stays behind with Geishas. The Ronin is then virtually invincible, because all his damage is transferred to the unit who is on his turn continually healed by mulitple geishas. Of course there is a limit to this mo. Healing (and running and using techniques for other units) uses stamina, say mana. The latter is an example of how diversivied yet superbly balanced, controlled and streamlined Battle Realms is. Just like StarCraft. Only remark I wanted to make that sometimes the battlefield can get too crowded, with you having difficulty ascertaining which unit is attacking which one. Luckily you have unit grouping, or else this would make in-battle command very stressfull. The relatively low camera viewpoint doesnt make things easier either. A very exciting aspect of Battle Realms is of course its graphics. These look fresh and nice but just outside being cute and cuddly. They seem a taste on how WarCraft 3 is going to look. The units themselves are not only sharp (which is not the case for, say, Empire Earth) and well modeled but also excellently animated. Exclusive ranged attackers like archers for example will also defend themselves in melee combat, and not keep hurling their arrows at an enemy thats standing right in front of his nose, or even worse, stop attacking at all. But in this animation you can see that this ranged attacker is not using his most effective attack, which is not only reflected that he wont stand a chance to specialized melee fighter but also in his animation: you can tell hes just trying to defend himself. Unlike in other 3D RTSs, camera control is restricted in Battle Realms, with no rotation feature and no real zoom function (zooming is a downward pan, the same is in space 3D RTSs like Armada and Conquest: Frontier Wars). The graphics of Battle Realms are great in short, with the game even using ingame sequences as cutscenes (before only demonstrated by Dark Reign 2). The special effects too, are great. Spells and skills are portrayed rather nicely, and arrows fly back and forth in a realistic manner. But whats best about this graphical galore is the fact that although meaty, the system requirements are reasonable. I played Battle Realms on my PIII 1Ghz and a GF2MX (see specs here), am above average yet not top-of-the-line machine, and I could play smoothly in 1024x768 with all features switched on. I must say though that solid nVidia drivers and serious overclocking have made my GF2MX (32mb!) a small GF2 GTS (3000 3Dmark 2001). I must say though that I suffered graphical glitches, but it this not as result from my overclocking: set on standard settings (both gf2mx and cpu) the glitches remained. Probably Windows XP (on which I tested Battle Realms) or a needed patch. What you hear in this game is never intrusive and annoying, yet not strikingly outstanding. You have the usual bells and whistles you get when playing an RTS, and the nice background tunes. No real remarks here. Lastly, Battle Realms boasts classic skirmish options, which is of course good. As it has to be, you can set various parameters from terrain, race, starting resources, handicap and AI strength, The usual, but something that doesnt seem to be so usual lately. The mulitplayer is of course great fun, with so much neat and dirty tricks you can play on you adversaries. You have the fact that the game wont allow massive amounts of units but also the fact that there remains the aspect of having a base, which you mut try to protect and effectiently run. EP sez: Battle Realms knows how to be a decent RTS. It keeps classic elements that made games like StarCraft legendary, being the perfect balancing, fun combinations and streamlined nature but also adds a fresh design and setting and stunning graphics. Im curious whether or not Blizzard themselves, from whom Battle Realms might be a title, can topple Liquids 3D RTS, which is, albeit sometimes a tad chaotic, in my view, the best RTS to date (next to eternal classic StarCraft of course). Pros and Cons + Great setting and atmosphere
Gameplay: 9 Overall: 89% Links |
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