//RACES//UNITS//BUILDINGS//SPELLS//CHEATS//
//WALKTHROUGH//CARD
GAME//
A
REVIEW BY GAMERS HELL
Finally,
a game that could give Heroes of Might and Magic a run for its
money
Let me begin with the disclaimer that I have not been able to
play any Disciples game before this. With that in mind, I must
say that what really first got me to play the game was its
beautiful graphics, but what a surprise it was to find out
that it came with a gameplay that could give 3DO's Heroes of
Might and Magic a run for it's money. For those who are
familiar with the Hero series, Disciples 2: Dark Prophecy is a
turn-based strategy game that similarly brings us into the
fantasy world: a beautiful, mystic realm of dragons, faeries,
magic, and creatures of all sorts. As the leader of the race
you choose to control, your objective is to complete seven
scenarios, each with its own mission and several sub-quests,
whilst trying to keep enemy races at bay and keeping your
share of resources under your control at the same time. Like
in Hero and some real-time strategy games, it all boils down
to one thing: resources. However, unlike real-time strategy
games, Disciples 2: Dark Prophecy keeps the strategy in a
strategy game by introducing a new element: unit upgrades.
Every time a unit survives a battle, he gains a certain amount
of experience points (XP), and upon reaching a certain amount
of XP, that unit will level up to the next unit in the tech
tree of your choice, which usually means that the unit gets
more health, more initiative, more armor, does greater damage
in battle, or gives it a special ability or two. To the casual
gamer, this means your scrawny unit now becomes bigger,
tougher, meaner, and more badass-looking than its predecessor.
Hence, the survival of your units, and more especially, your
main hero, comes into play. This stimulates critical and
strategic thinking in the game: "Should I attack the tougher
green dragon and get more XP while risking the death of my
skeleton warrior, or should I attack the troll for an easy win
and get less XP instead?" or "Should I engage the enemy's hero
now, or go back to my city to heal instead?" Aside from this,
Disciples 2: Dark Prophecy takes turn-based strategy games
like Hero a step further by introducing two new elements: a
customized tech tree and personalized heroes. In Disciples 2:
Dark Prophecy, the heart of every race is its capital, a grand
city protected by a very powerful, tough, almost undefeatable
unit-the city GUARDIAN. The guardian ensures that your capital
does not easily get captured by an opponent race, which would
mean instant defeat for you and your race. In the capital
screen, reminiscent of the city screens in Hero, is where you
build structures that enable upgrades to your units.
Decision-making comes in whenever a branch in the tech tree is
encountered. The gamer is presented with a choice that would
make his units suit his style of gameplay and strategy. Often
the choice is between a creature that does a whole lot more
damage versus a creature that does less damage but has special
abilities. Some of these abilities may be immunities or wards
against certain attack types, extra armor in exchange for more
health and damage, the ability to heal all units for less hit
points while curing them instead of healing just one unit for
more hit points, the ability to petrify your enemies versus
dealing huge amounts of damage, and the like. This makes the
game a whole lot interesting, and makes it more personal by
giving the player the ability to customize. Even heroes are
customizable to some extent. As heroes level up, it learns new
abilities. Depending on the ability the player chooses, a hero
may get more armor, more health, gain the ability to use
boots, gain the ability to use artifacts, gain the ability to
add one more unit to his team, and many more. Also, in the
Easy, Normal, and Difficult (?) mode, you get to choose a hero
that you would want to carry over to the next mission. This
pretty much resembles the character building in games like
Diablo and Baldur's Gate and develops a sense of attachment
between the player and his main hero (e.g. "I've gone so far
to level up my main hero, I surely will not want him to die").
Another interesting feature of the game is the multiple
sub-quests that add color to the game. By completing the
quests, the player may gain a special artifact, a potion or
two, or a group of units that would aid him in completing the
main objective. Although some of the quests may seem totally
unrelated to the story (i.e. accompanying someone's brother to
his sister's territory), they provide variety in the game and
some constantly remind the player of the main objective. This,
however, does not keep the game from being obviously linear,
and there are triggers all over the game to ensure that you
are able to accomplish the mission, lest you decide to rebel
and rewrite the whole story yourself. Linear though the game
may be, the designers made sure that the missions are
challenging and exciting enough to keep the player glued to
his seat for hours (often missing sleep and forgetting to eat)
in anticipation of what should come next. The story is
especially well-written, so that the play may decide to play
one race or another and find a story that is consistent with
the overall story, or play all four races, combining all four
stories into one big and richly detailed saga.
GRAPHICS
Like I stated above, the first thing
that I noticed about the game was its superb graphics. From
the richly detailed hand-painted unit portraits to the crisp,
smooth and equally detailed 3D-rendered animations, down to
the engrossing, rich environment of the overhead map, this
game's graphics is unmatched by anything I have ever seen in a
fantasy game. While Hero, a game loved by fantasy gamers
worldwide features comic-ish graphics, while Magic: The
Gathering offers us unrealistically colorful (sometimes too
colorful) air-brush portraits, while Diablo 2 offers a
richly-detailed yet relatively small and static environment,
Disciples 2: Dark Prophecy again takes a step further by
combining all these elements and adding 3D animated models and
an animating environment that makes this seemingly pulsate
with life. A very cool feature of the game is that the
background terrain of the battle scenes changes to match the
current terrain where the battle is supposed to take place, so
let's say you engaged the enemy's army in an undead forest,
the background would show exactly this. Engage an enemy in
water, and the battle would take place in a ship. Despite all
these, however, it seems that the artists of Disciples 2: Dark
Prophecy has taken steps to frustrate their games by
constantly hiding their heroes in the overhead map. Often the
game becomes a game of hide-and-seek as you search for your
hidden character, which sometimes becomes hidden behind
bushes, mountains, or structures in the overhead map, so that
it sometimes takes a lot of time and scrutinizing just to
locate your missing hero ("Oh, there he was behind that
brush!"). Another really annoying element of the game is that
sometimes your heroes would sometimes decide to become
chameleons and blend into their environment. Do you know how
annoying it is to look all over the map just to find that your
dwarf's white clothes blended into the white of the snowy
tundra terrain? Or how about suddenly discovering that your
devil who had suddenly gone missing has s simply blended into
its fiery environment? Of course, you can easily cycle through
your heroes by pressing TAB or by clicking on the "next hero"
button, but I like to be able to locate my units in the map
instantly. Also lacking were idle animations that were present
in most flying heroes, but was definitely lacking in ground
heroes. If I were to leave my archmage or my thief for a
while, I would expect him to get bored, restless, or hungry
and not just stand still like a statue or a cardboard man.
Another thing lacking in the game were damage indicators and
death animations. The only indication you had that a creature
was damaged was its health bar, and whenever a creature died
it would simply be engulfed in smoke and fire and the next
thing you find is a pile of bones where the creature used to
be. If I killed a 20-foot lord of hell it would really have
been cool to see him thrash, moan, and scream before
collapsing into a pile of bones. Finally, a lot of the
portraits, as well as the game environment in general, were a
bit too dark, so that I had to put my monitor's brightness to
full just to see their hidden details. Strategy First tried to
fix this a bit in the patch by brightening some of the unit
portraits, however, you will still miss a lot of detail not
unless you turn the monitor's brightness to full. Also lacking
was the ability to adjust the screen resolution. Following the
path of Blizzard games, Disciples 2: Dark Prophecy locks the
resolution at 800 x 600, which, at an age of GPUs and 21-inch
monitors, should be considered obsolete. If I had a large
monitor and a fairly decent graphics card, I'd sure like to
take advantage of them both. Finally, the Direct3D mode of the
game looks no different from the software mode, which, in my
opinion, should have made the game look a whole lot better. I
am sure Strategy First intentionally wanted to make the game
purely sprite-based, however, adding 3D effects would have
made the game more alive. The least they could do was to make
the fog of war into a real fog and not some rough-edged
sprite. Despite all these, however, the hand-painted
portraits, richly detailed environments, smooth 3D animation
and little added details works charm and magic into the game.
Turn-based fantasy games never looked this good.
MUSIC
Although the in-game music is no doubt
very rich and theatre-quality, it was limited to only a few
selections, and worse, the music did not differ from one race
to another. Whether you are playing the first or the last
mission, whether you are playing Empire or the Mountain Clans,
it is simply the same repeating set of compositions, over, and
over, and over, again, and again, and again, and again. I can
even hear it playing right now at the back of my mind. Heck,
after a few games I have already memorized it. Give me a
keyboard and I can even play it. The bottom line is that
Strategy First probably thought that the games would not mind
hearing the same music again and again, so that they did not
give much attention to it. In a turn-based game where you
spend a lot of time just sitting in front of the monitor
thinking of your next move it would have been nice to have
some tunes to hear. They did remedy this a bit by giving the
players the option to add a custom path so that the game would
instead play some of your MP3s, but this was not enough since
it still sometimes played the usual theme music, and there
were long minutes where it did not play anything at all and if
it did play, your songs, it was not random enough and you
would sometimes hear the same track over and over again.
The sound effects, environmental effects and voice effects
were pretty much okay. On the quest map depending on what part
of the map you are currently viewing, the environmental sounds
would change to water lapping on the shores, or fire boiling
from the pits of hell. From time to time, a flock of birds
would appear and fly from one part of the screen to another,
which is cute but becomes boring after a while (I expect to
see bats in the undead forest, not birds). The voice-over
effects are well done, although it would have been cool if
they gave the heroes the ability to get annoyed after too much
clicking, a la Warcraft style. Idle voice-overs, however, is a
nice addition to the game. Leave your Nosferat to go to the
bathroom for a while and you'd hear his eerie voice calling
after you. The sound effects are also nicely done, although it
is obvious that there was only one sound effect per character
attack. If I had a sword and was cutting through thick demon
hide I expect to hear a thud rather than a clang as if I was
hitting an armored paladin.
GAMEPLAY
Being a huge fan of strategy games
especially the likes of Heroes and Diablo, I was at first
expecting a Heroes clone, but to my surprise, this was
something unlike any other that I have played before. Although
the game somehow resembles Warriors 2: Darklords Rising (even
the titles look similar) where a part of the strategy is how
your units are "stacked", there are still a lot of new and
interesting features such as the customized tech tree, unit
upgrades, and hero build-up that gives Disciples 2: Dark
Prophecy its own distinct gameplay. A very good and
well-thought of gameplay is what makes a good game, and this
is something that I find lacking in most games today, most of
which are just glorified clones of older, established games
like Warcraft, Quake, Diablo, and Heroes of Might and Magic.
Disciples 2: Dark Prophecy, although being a crossbreed of
some of these games, is still a cut above the rest, so that it
is well worth playing for its unique gameplay alone.
MULTIPLAYER
The multiplayer mode of the game
features hot-seat as well as LAN and TCP/IP-based games. One
thing that's lacking in this area is an easily accessible
online community (like Gamespy). I have seen someone posting
in the Disciples 2 messageboard asking where people played
Disciples 2 online. Also, multiplayer games may prove a bit
too slow especially for those who are used to playing against
the computer, and you cannot play against the same race.
Overall, there is still much improvement needed with regards
to the multiplayer aspect of the game. Hopefully, we will see
a better adaptation in the future.
CONCLUSION
Disciples 2: Dark Prophecy, while still
lacking in some aspects, is sure to guarantee hours of
engrossing gameplay, a type of gameplay which, for someone who
is not so into strategy and thinking games, may prove a bit
too challenging, but nonetheless still interesting and leaves
the player "wowed". As a bit of an anecdote, I have some
friends who spent most of their lives playing nothing other
than Hero and Civilization. To them, there is no other game
that could match Heroes. Knowing that Heroes 4 was a few weeks
away from being launched, I introduced them to Disciples 2,
thinking that they'd trash the game once Heroes 4 comes out.
Anyway, out comes Heroes 4, which we bought the day it came
out. I was shocked to see my friends still playing Disciples
2: Dark Prophecy weeks after that. They also had Hero4
installed, but my friend claims he only played it once and
went back to Disciples 2 because it was much more fun that
they were aiming to finish all four races. I myself stopped
playing Disciples 2: Dark Prophecy for about a week and
switched to Heroes 4, but after finishing the first campaign I
went back to Disciples 2: Dark Prophecy, which I played until
I have finished all four races, and to me, it was worth it.
Although the story is definitely well written, the individual
storylines of each race seem a bit shallow and leaves a few
holes unexplained. What I liked about the story is that unlike
reading a fantasy novel, it is not your usual "I know what's
going to happen next" story line and keeps the player
wondering, even in his sleep, about what's going to happen
next. Also, the stories do not have the typical happy ending,
but is more of a question that leaves many things to the
player's imagination. I will not go into detail, as I do not
wish to be a spoiler, rest assured the story remains
consistent all throughout the races and leaves enough room for
a sequel.
At an age of Geforce3's and 2Ghz Pentiums, it simply amazes me
to find here a quality game that does not make use of
realistic 3D graphics, babes with huge boobs, or high-budget
cinematics just to attract players. Disciples 2: Dark Prophecy
reminds us that great, innovative gameplay and an engaging
storyline is what makes a good game, and that is exactly what
it gives us.
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