Friday, December 08, 2017

SpellForce 3 Gameplay Review

I'm playing SpellForce 3, a role-playing real-time strategy game by Grimlore Games and THQ Nordic.



The game features a decent campaign with scenarios set in very detailed locations. The skirmish mode and online multiplayer both only have six maps and three races with very slight differences in build order. The interface comes with some handy features, like a larger mini-map that displays resource locations in each sector and single hotkeys used to cast spells from each hero. Resources (wood, food, stone, iron) are automatically gathered from the environment by workers assigned to a particular building; managing the limited number of workers at each building is part of the economic strategy. Upgrading the city or outpost will unlock the next tier of structures and increase the worker population. New map sectors can be captured after eliminating the creeps contained therein; while new sectors can expand resource production, items must be physically transported from one outpost to another (all done automatically), so you can destroy caravans of other factions. Heroes cast spells, gain experience through combat to unlock new spells, and have an inventory to increase stats. Regular units contain the usual assortment of infantry, cavalry, and ranged options. Units die quickly, which gives less time to use spells during combat. There is also a lot of grind at the end of games to eliminate bases, as defenses are cheap and very effective against smaller number of units. Still, SpellForce 3 has some good ideas in the economic side of the game with worker allocation and resource acquisition that, along with the occasional role-playing feature, make it stand out in the real-time strategy genre.