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Spellforce 3 - impressions and kudos to the team

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I wish to thank the developers for this game. I have been playing for a few days now and I'm impressed.
Not to say there isn't room for improvement, so here's some feedback:

VISUALS - absolutely beautiful. The attention to detail is insane, the maps are a feast for the eyes - especially the city maps. God, the cities. Would like to live in them. They look perfect, realistic, livable. If there is one blemish that I could point out, it would be scale. Units could stand to be smaller, the size difference between a man and his house is a bit jarring.


MAP and HOME BASE - this is a big negative. The 3D World map is beautiful, but it gets old fast and the load times. Gods, the load times. Half the time I spend in this game is on loading screens (and I have a very beefy computer). A simple 2D map would have been was simpler and cheaper to make. Not to mention that going to the Nexus requires several loading screens, just to talk to your companions. A shortcut to go directly there from the main map would be nice.
It's also frustrating that you cannot change party equipment while in home base, requireing multiple load screens again, just to get that sword from party member 1 and give it to 2.


ITEMS - I find the balance wonky. Armors are completely linear, with no reason whatsoever to choose one over the other.
I'd expect chainmail to offer little to no protection against blunt, I expect gambeson to be far beer against blunt..but no. It's all 10/10/10/10 then 15/15/15/15, then 20/20/20/20, etc... No actual variety, no reason to pick anything but the highest armor you can wear. The only choice comes to enchanted armor (increased protection vs elemental protection)


GAMEPLAY AND UNIT BALANCE - the UI and mechanics for the hero party is good, the slowdown/pause and circular menu work.
However, the RTS aspect suffers.
the Rock/Paper/Scissors aspect of the units feel utterly fake with the weakneses making no sense whatsoever. Take a mentalist for example - he is waring plate, yet he has a -25 weakness to everything. There is a complete disconnect between the units equipment and it's stats. The entire rock/paper/scissors concept is terrible anyway, especially when the implementation is so bad.

Instead of properly balancing armor/weapon and have units feel a natural role depending on that, you went with the copy/paste (all faction the the same unit types) linear route.

At least if the game was modable (a BIG negative) I could fix some of he things myself....

It would have been FAR better if you would have simply let the player design his own units - pick gender, head, pick basic armor and helmet (choice limited to basics) and weapon, save unit design and then produce and fight. Each piece of equipment would affect the cost.
Nothing would stop you from making an archer or mage in full plate, if you had the resources.


There's more, but my mind is hitting a block ATM, so I'll leave it with this.
TL:DR - more focus on substance, less on flashy visuals.

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