Wednesday, August 10, 2011

Disciples 3 review

Disciples III is a turn-based strategy game on GamersGate now for about $7.50 (actually because I took too long it’s back to $30). Here are my thoughts on the game. Scroll to the bottom for a Rating, TL;DR, and a pros/cons list if you’re lazy like me.   =P

This game wasn’t what I expected, let’s start off by saying that. It was a far cry from what Disciples 2 was, but still very much the same.

Let me Elaborate…

First let’s talk about what’s the same.
The unit progression system in which every unit gains experience and can be upgraded by constructing the corresponding buildings in your main city is still there. I love this feature and wish other games like this had it. It gives you a certain connection with your units instead of just throwing them away because you can always make a new one.

Another thing is the spread of influence, which I also find pretty fun. The terrain around your city will change depending on which faction you are. Each turn it spreads just a little bit. There are mines, mana generators, etc. that you can gain benefits from but only if your influence has spread under it.
You can also cast spells when you are on the world map. This is a common thing in games like these which allows you to prepare for what may be a difficult battle by hurting the enemy unit or buffing your own. This is a solid feature and I’m very glad it stayed.

Overall the core mechanics stayed the same making it reminiscent of Disciples 2, however they changed a few things that I am personally displeased about.

There were many things that were in Disciples that I sorely missed from Disciples 3 one of which being the more static battles where your units would stand still. There was no positioning involved (besides maybe melee in the front row ranged in back) nor was there much though involved. While I like the tactical battles in Disciples 3 it’s not what I’ve come to expect from disciples. It felt a lot more like Heroes of Might and Magic than Disciples which makes this game less unique than its predecessor. Something that stayed the same about these battles is the unfortunate crit/miss percentages. I always felt like the enemy would crit at the right time to kill my units while I would miss at a crucial moment and then lose the battle. That may just be my own problem though.

Something I wish they had kept is the system with rods. No not those rods…you sick freak... In Disciples 2 they were specialist heroes that could lay down rods in the world map to spread influence. These would spread influence slower than a city but you could place one next to a resource instead of waiting the umpteen turns required to spread that far from your city. I feel this added some strategy as well because you could easily steal an enemies gold mine. It forced you to protect your resources, something essential in most strategy games.

One thing that is different that I feel is an improvement is the Hero system. Instead of just recruiting a leader for a unit that was basically just another unit, only more powerful, your heroes have skill trees and upgradable stats. They also added runes. Runes are just spells from your spellbook that you can cast during a battle. I thought that was a nice little addition.

6.5 ot of 10

TL;DR
Overall the game was a fun game but nothing like its predecessor. Don’t get me wrong change is sometimes good but in this case I feel it took away from the series. Basically Get Disciples 2 Gold on GamersGate instead (which is about $3 for what looks like the rest of August). Not worth $30.

Pros:
+Hero/Unit Progression
+Updated Graphics
+Kept most core game mechanics

Cons:
-Some game changes took away from the feel of Disciples
-No new units/factions
-Tactical battles make it feel more like a Heroes of Might and Magic clone instead of its own game
If anything can make my reviews better just leave a comment. Thanks!

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