Spellforce 2: Shadow Wars

very good
key review info
  • Game: Spellforce 2: Shadow Wars
  • Platform: PC
  • Show system requirements
  • Gamepad support: N/a
  • Reviewed on:

The original Spellforce was released in a time when the traditional RTS design started to show some of its grave flaws: with the increasing number of units and types of resources available to mount an offensive against an opponent, everything became more and more chaotic and distasteful. The traditional RTS core (Warcraft , Command&Conquer, Dune) was intended for a strict range of units and tactical and strategic options (melee units, ranged units, siege units and "cannon-fodder" units).

I am sure all of you know how the RTS games were once, and how they ended to be. Increasing the complexity of the core design actually destroyed its value instead of enhancing it. Well, if there was one anyway. Besides the pioneers of the RTS genre (and I'll include Starcraft here), I do not recall playing anything that required anything concerning strategy knowledge and strategic thinking. Rushing an offense against your unwary opponent was all it mattered. The "Total War" game design was a revelation to me. It showed how awful traditional RTS games really were: clumsy resource management and some so-called battlefields made up of loose groups of units engaging each other in a preposterous manner. All you had to do was to issue the "attack" command and cross your fingers.

Concept I still remember Beyond the Dark Portal. I believe it was the first game to introduce a hero-focused RTS game design. The following games of the Warcraft series further developed this game concept. In effect, a new hybrid genre was created - the hero-focused RTS. However, while games like Warcraft III mostly focused over the tactical role of the "hero", Spellforce reconsidered the purpose of the hero presence as a backbone of the game mechanic.

Injecting the defunct RTS genre with some simple hack&slash features and a dynamic storyline, Phenomic managed to revive it in the form of a new and original game concept. The depth and originality of the Spellforce's gameplay does not reside in its elements, but in the way their structure and functionality. Spellforce can be played as an RTS, as a hack&slash or as an adventure game that combines both. This does not cure the game of its annoying micromanagement aspects and dull battles, but at least, thanks to the narrative role of the hero, they gain a little more sense than usual.

Spellforce 2, however, does not keep the original game core, but focuses more than it should on its RTS side. Unlike the original game, in this sequel you will be forced to manage "efficiently" an armed force in order to succeed in your quest to save the world.

Story Like its gameplay, the story does not ooze with originality and depth. Well, it is just the same Tolkien inspired universe inhabited by Tolkien races and creatures. A notable thing is the grim atmosphere that envelops the entire story. Like in Spellforce, Eo is a world (or rather an archipelago) fallen into ruin through many years of war. The travel routes (portals) between its islands have been severed and their inhabitants desperately need a hero to give them hope. The hero of Eo is embodied by a man with dragon blood (a Shaikan), thus the power to revive his fallen brothers. But besides his blood, there is something else flowing in his veins: the spirit of a dreaded alchemist called Malacay. Will the hero be able to keep him within and save the world in the process? Well, that is one of those things that depend only on you to find out.

Gameplay Using a hocus-pocus narrative maneuver, the Rune Warriors were stripped of their powers and the game core of its original approach. Although at first I was happy that the magic fountains (that dreaded re-spawning system) were removed from the game (well, not entirely), it didn't take me too much to understand that, although present in the previous game, their purpose was to balance the game as soon as I decided to settle down and build an army.

With no Rune Warriors, there aren't any runes anymore. This means we are back to the basics: more RTS, and less adventure RPG. The game is still hero-focused, but your hero alone won't stand any chance against his foes without a strong host of troops to back him up.

Although the main character will have a permanent back-up consisting in up to five secondary heroes, they will prove to be more of a something to worry about. Gaining 4 levels at every 5 of the main character, these loyal party members will always be one step behind. Eventually, they will prove their limits as the maximum level is capped at 30 for you're here, therefore only 24 for everybody else in your party. The consequence is that they won't get the opportunity to master any pro skills like dual wield, fast bows, war hammers, or any of the extreme spells. On the other hand, keeping them alive is one of the primary objectives of the game. So what is the use of these lieutenants after all, if you cannot sacrifice them to reach your goals? I mean, from my point of view it is against the nature of things to protect your underlings. Sacrificing your heroes in reckless charges against your enemy lines was a common thing in the original Spellforce.

Furthermore, spell casters are weaker than they once were. Spells become available through point distribution or by wielding a staff. The range of spells is rather poor and the spells themselves need far too much time to cool down. Although some of them (like freeze or heal) prove to be indispensable in battle, they are not enough to make the spell caster powerful enough to overcome his opponents single-handedly. And I would have approved these changes if choosing the warrior path would not have been such a good option. What is the use of heaving healers to support a bunch of warriors with great amount of HP and a high regeneration rate? And what the use of having offensive spell casters, if bows are ten times better? Just for show off? Humph!

Unlike hero classes, the factions present in the game are well balanced. However, it is a little awkward to see different races under the same banner and sharing the same HQ. Humans, elves and dwarves fight together under the Realm banner. The backbone of the Clans is made up of orchish, barbarian and troll units, while the Pact is a mix of dark elves, shadows and gargoyles. Eventually, the Shaikan will gather them all under his leadership. I cannot say it is a bad thing to the jack of all traits, but it would have been interesting to be able to choose sides, in effect having the possibility to replay the game in a different manner. Surprisingly enough, the story will help you feel as if you have betrayed one side or another, but this feeling won't last as soon as you'll realize that the campaign is fairly linear.

The GUI has been optimized to satisfy the requirement of a RTS-orientated game, but it isn't as satisfactory in terms of hero-management. Although the skill-tree configuration is incredibly friendly, and shows all the information you need to build the character that fits your needs best, changing your equipment or using your skills in the heat of the battle will prove to be the path with of no return inside the walls of a mental institution. A pause option would have come in handy. To be honest, I believe this to be most unfair.

Also unjust (wicked even) is the fact the AI knows your position. This makes surprise attacks nearly impossible and makes your workers incredibly vulnerable, even behind your lines as the AI advantaged by the toughness of the units simply storms your stronghold and slays them all. Of course, one will argue that this does not spoil the game experience but enhances it. Tough! In the campaign mode, granted you are overwhelmed by enemy forces and loose all your logistic support, leaving the map won't reset it to its original setting. Furthermore, once you have started one of the main quests, you won't be able to leave the map until you have fulfilled your tasks there. And I bet you'll lose the taste for "Shadow Wars" as soon as you'll fail to ward the interminable waves of armies battering your war worn defenses.

The bottom line is that, even though from a technical standpoint, Spellforce 2 has underwent a professional face lifting, it plays too much like Warcraft III and too little like the original game. Of course, there are still puzzles to solve and landscapes to admire. But what's the use if you aren't allowed to choose your favorite game style anymore?

I personally did not expect to see a better developed RTS, but the same rich adventure game. Even though every unit has its own tactical importance showing its important role on the battlefield if used in an appropriate way, the overall game experience is not as exciting as I expected. After several ours of game watching the same clumsy animations, you will probably ask yourselves why you are doing this. Where is the thrill, where is the action?

The sight of two dozen tough units huddling together in a rather untidy mess for several minutes is not exactly what I use to call exciting. And watching them marching in a single file to the battlefield makes me wonder why I am frying my brains trying to micromanage everything, instead of simply amuse myself at such a preposterous contradiction: terrifying creatures waiting in line while rubbing their noses to meet their doom.

At least the facile access to the recruitment facilities of these doomed creatures (shown by a set of icons above the mini-map) will help you rush things up a little, thus allowing you to spend more time admiring your heroes' shiny equipment or manage the skill point distribution.

With a campaign that - from my point of view - is a mere shadow of what Spellforce once was, you will probably ask yourselves (if you do not enjoy the traditional RTS games) if there is anything right with this game after all. If you enjoyed Warcraft III, you promise you will love "Shadow Wars". And if you ever had the opportunity to play games like Rage of Mages, there is a surprise waiting for you inside, the free game mode.

The free game mode has its own story and its own game setting. First of all, it plays almost entirely different. There is one quest map (where you will receive your missions) and 30 adventure maps. Only the avatar and his lieutenants can be saved (including the completed quests, their experience and equipment), but you will need to use an exiting portal in order to do this. Depending on the map setting, a HQ and several peasants will help you build an army to aid you in your mission. The game mode is called free, because you can visit any map any time you want and choose any faction you want to command. Of course, as it was the case with the campaign mode, your units levels are directly proportional with your main character and the experience is usually received by completing quests.

An important aspect besides the freedom of venturing across any area it catches your eye, is that every map setting is restored to its former self as soon as you leave it. Therefore, failure or greed does not represent a barrier in your path to supremacy as it is the case with the campaign mode. Returning to an area where you have already fulfilled every possible mission will prove easier to raze and loot. To be honest, this game mode allowed me to forget the disappointment I felt throughout the campaign mode.

Although it is just a hunt for experience levels and equipment, this game mode proves to be incredibly rewarding for gamers such as I. A map difficulty is set by the creatures that inhabit it. However, even if one would have problems in achieving victory over his opponents, the game won't be as unforgiving as it is the case with the campaign. Replaying easier maps and returning with the same poor unit management abilities but with better equipped and better trained heroes will satisfy your thirst for vengeance rather niftily.

Video Although making even a rainbow blush of envy, Spellforce 2's graphic engine shows an unexpected grace in showing off some of the most spectacular landscapes I have ever seen in a game with an isometric view.

The third person perspective is still available and still useless. I simply do not understand the point of having this kind of perspective, while the overall camera control is severely restricted. This is a mystery that only Phenomic can discern.

The proportions between functional structures and units have been kept to a symbolic level. However the concept art, especially the unit models' design, features some interesting motifs although not always inspired. Nevertheless, there will be many moments throughout the game when you'll simply stop and loose yourselves watching the trees and the grass swaying in a virtual wind while dark citadels and forsaken dwarves mines still cover the horizon as a reminder of their former glory.

Do not ask me to offend this blissful sights by describing why griffins have stumps instead of wings, or why Phenomic's vision of melee fighting means two units standing one in front of another and bashing their skulls with tender moves.

Sound Although the sound effects are true to the sound of Radio Shows back in the '40s, and the voice acting will mess up your smooth English pronunciation, it is just a small price considering the fact you will have the opportunity to visit the Gates of Heavens thanks to the awesome music scores that decorate the game.

Well, if you hate this game but love modern composers like Shostakovich, Rodrigo mixed with a pinch of the sublime profanity (as in Loreena Mckennitt), this is something I would warmly recommend. And the good part is that you will also see some demons eaten by a big bad dragon in the process. Do not forget to bring the pop-corn and enjoy the show!

Multiplayer Spellforce has two multiplayer modes available: skirmish and free game either by LAN or XFire online.

Unfortunately, the number of available slots is seriously restricted (2 to 8 players in skirmish games, and only a maximum of three players in the free game mode). Thus, having many friends will be a great opportunity to exercise some skull bashing even before actually joining any multiplayer games, otherwise I do not see how you are going to manage.

Conclusion Shifting from challenging and enjoyable to dull and annoying, Spellforce 2: Shadow Wars is nothing but the cream of hybrid games. Posing like someone of opposite sex, the whole game experience can be characterized by a love-hate relationship. There will be moments when you will probably wish to throw out the window, but this won't keep you from coming for more. I personally felt like a moth strangely drawn towards a light bulb. And even if it burned by wings so many times, not even the dawn could pull me away from this one. Well, it eventually occurred to me that I could also try alternating a true adventure RPG with something of more serious strategy game and imagine I was playing them in the same time.

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story 8
gameplay 8
concept 9
graphics 9
audio 8
multiplayer 8
final rating 8.5
Editor's review
very good