We played in the early version of SpellForce: Conquest of EO and share our impressions of the strategy

The strategic series is coming soon SpellForce will expand thanks to the new part, step by step Conquest of eo. But ThQ Nordic I invited us to evaluate the game in advance. More precisely, its early version based on Beta and limited both in time (you cannot make more than 140 numbers of moves) and in terms of content.

Trying to attract journalists, PR specialists described SpellForce: Conquest of EO as a game combining elements Civilization And Heroes of Might and Magic. These series, so beloved by fans of step -by -step strategies, immediately cause a desire to plunge as soon as possible into the world of "conquering EO"!.. Well, there really is something in Conquest of EO, although this game is very far to the level of “heroes” and “civilization”.

This is how our cities in "Heroes" might look like.

Imagine a big world with different climatic zones, with high mountains and deep seas, rivers and bridges, gloomy plains and green forests … Fill this world with all kinds of fantasy creatures: people, gnomes, elves, undead and various creatures. And combine them in the fraction: some of them are quite ambitious, others are enough for their corner-city, and others prefer to wander around the light and attack random travelers.

Divide this world into hexes, and then place the points of interest here and there: here are small settlements that give resources, here are “stables”, increasing speed, and somewhere there are mines and fields or healing herbs that restore health after a heavy battle … and then there full -fledged majestic fortresses, which encourage heroes, be sure to come in and chat with the local lord.

And then put in some places the high magic towers that serve as fortresses-baskets that allow you to hire soldiers (unless, of course, there is an appropriate structure nearby), study new magic and increase the size of their territory. Something like a culture in the third or fourth “civilization”: the corresponding indicator is growing-the boundaries automatically expand in all directions.

This is how the world conquest of eo will appear before us: very pretty, but dangerous. And soon you will make the first move, although before that you have to make a couple more important decisions.

And who most of all you like?

The game begins with the choice of an archetype, complexity and starting position. You can start in a green edge with a minimum of threats and resources, in a relatively standard area or in the middle of snow, where the most terrible creatures roam. Having coped with which you will receive a much greater reward.

And we can start adventures for " Alchemist "," Necromancer " And " Artisan "(Names are conditional, since there is no official translation). Each has its own characteristics, although the second, of course, is notable to a greater extent. While the former create potions to help during the battle, and the third – glyphs for constant effects of the detachments of fighters, the necromancer simply calls out of non -existence all the new undead. And it can cross the water, even if there is no bridge nearby.

In any case, we are somehow engaged in craft, collecting resources on the map or receiving them after battles. These items are divided into several “groups”, and also have different “quality levels”, that is, “value” for local alchemical reactions. So, if you create something new from the things of a similar nature, you get something more valuable. But the higher the "quality" of the original items, the better the final result will be.

And in any case, we will have a tower with an approximately the same set of room rooms, as well as a grimoir with spells, the list of which everything grows and grows. At the same time, magic will be useful both on a strategic map and in battle: for example, in one case we can initially heal the wounded, in the other – to create obstacles on the battlefield, and in the third – to resurrect the dead.

At the same time, the tower itself can be transferred over time, based on new secondary settlements and expanding its territory.

It is better to deal with such threats as quickly as possible.

Appearing on the map and “taking” the tower, you will begin to slowly but surely move your strikes (both with the heroes and without them), trying to get resources (primarily gold and mana), deal with opponents who are sitting or wandering near the borders and Perform side tasks.

So, for example, somewhere you will be asked to deal with monsters, and in another place-bring healing herbs. Communicating with "customers" or in general, encountering interesting situations, we choose from several response options. So the same event can lead, for example, to a https://kong-gb-casino.co.uk/ good mess or to obtain additional unit. Sometimes you have to fork out, and otherwise – use the skills of your archetype.

It seems that the whole world SpellForce: Conquest of EO is woven from such secondary missions and random events. For the most part of the same type, that is, interesting during the first pair-three hours of hours of acquaintance with the game. Go there, do it, kill those. Well, or don't kill, but to convince. There will be many battles here, but sometimes, remembering possible hidden threats, the battle should be avoided in order to maintain strength for something more important.

Nothing portended trouble, when suddenly a stronghold of the enemy appears near the tower, and next to it are two very strong warriors, which can be very difficult to cope with. We urgently return home and protect the tower from aggressive monsters! Or, for example, exploring the world, we finish the course in three cells from the glass of enemy. The computer, seeing the opportunity, goes on the attack, so sometimes it is not a sin to retreat, having lost part of the health of their fighters, but at least retaining the army.

But it may be lucky if there are not one, but two neutral-aggressive enemy, who will first decide to sort things out with each other. And so, giant insects defeated the militias, and even with one stack, especially “wounded”, to cope much easier.

The bridge on the right is guarded by the enemy, so without a battle to the other shore can not be moved. Unless, of course, you do not play for the necromancer with undead.

And separately about tactical step -by -step battles. Depending on the terrain, you either get into the chic hall or find yourself at the walls of the settlement, or hold a battle near the river, frozen lake, in the hills or somewhere else. Without the opportunity to arrange your troops, you will strive either faster to take a more profitable position, or to speak as soon as possible towards the enemy.

The defender goes first, and in this regard, the initial initiative on his side. As for the order of the movements of the soldiers, the player and AI themselves decide who will walk the first and who is the last. Your move – do what you consider necessary with the soldiers, and in the order in which you want. Not forgetting about objects like bombs, potions or food.

Fighters (with their own characteristics) can make three attacks, if they stand still, two – if they move over a small distance, and one – if it is moved to a larger number of cells. In the case of an attack nearby, get ready that the enemy will give back, and plan your actions in advance so as to beat the enemy from the flank or from the rear. In general, the combat system is understandable here, and after a while it would seem “non -wearing” battles will turn into tasks in which it will be possible to plan their actions two moves ahead, minimizing losses. Moreover, there are not so many fighters at our disposal: there are no epic battles here.

But, of course, Conquest of EO, like "civilization" or Total War , does not imply the original war of everyone against all: yes, some groups are originally tuned to you hostile, but the main fractions will not show aggression for no reason. You can improve relationships with them or worsen them, doing something unsightly, but it is not necessary to arrange a mess at the very beginning.

In "Heroes", "civilization" or Humankind I really appreciate the initial stages of the game, the study of the map and the accomplishment of discoveries that can lead you on a completely new path. Now in SpellForce: Conquest of EO similar feelings arise only in the first three games. Without accidental generation of cards, you can quickly study local geography, understand key points of interest and then immediately go into the gap. Therefore, after the first pleasant impression, doubts arise: will it be interesting to play Conquest of EO after its release? And how long will we want to "make another move"?

The world SpellForce is rich in various stories, it has its own mythology, and the developers were not too lazy and realized some kind of role-playing. It’s all the more offensive that while there is no Russian language in the game, and much, even if you try to plunge as deeply as possible, no, no, but you will miss.

I would like to believe that the developers will expand and diversify the strategy to the exit of SpellForce: Conquest of EO to play not only in the first hours or days, but also in a week, a month and after many years.

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