Review of Console Version of SpellForce III Reinforced

4 years of development, 4 years of refinement.

The SpellForce series is a textbook child of the early 2000s, alive, to my great joy, to this day. That period was remembered by RTS fans as an era of curious experiments in terms of setting (Paraworld, Rise of Nations: Rise of Legends) and mechanics. A lot of developers tried to combine the genre with everything that comes to hand. Rise & Fall: Civilizations at War wanted to sew a simple slasher to the strategic basis, and strategic shooters have repeatedly unsuccessfully tried to find their niche – from the old Battlezone to the relatively recent Disintegration.

SpellForce, on the other hand, volunteered to make friends with the strategy genre with a party role-playing game in the style of Baldur’s Gate. Something similar was done in the legendary Warcraft 3, but the Phenomic studio dug much deeper in the role-playing direction: here we were offered character creation, an ornate role-playing system, and entire cities inhabited by excessively chatty townsfolk with a bunch of optional assignments. Although, in isolation from each other, the elements of the two genres were performed rather clumsily, soldered together, they formed a curious hybrid, in the arms of which it turned out not to be a pity to dissolve for tens of hours. The adventure of the party of heroes smoothly flowed into a furious RTS battle, and after the defeat of the enemy base, we again returned to a cozy role-playing action, trying on new swords, staves and rings for the heroes. To all other,

Arriving in time for personal computers in 2017, SpellForce 3 did not break the usual canons. It’s still the same fascinating genre cocktail: most of the time we travel around the fantasy world as a party of 4 heroes, complete main and additional quests, chat a lot, look for secrets, rummage through intricate talent trees, thoughtfully study the characteristics of a new chestplate and, in general, doing classic role-playing. From time to time, the game turns into a quite tolerable RTS: it gives us an army into submission, makes us build sawmills / forges / barracks, capture outposts and storm fortresses. The Grimlore Games studio honorably accepted the baton from the now deceased Phenomic Game Development – SpellForce 3 retained and even increased the strengths of the series in some places, although it did not do without insulting blunders.

The most important achievement of the third part is that the developers managed to build a really fascinating story, which you follow with interest until the very end. Being a distant prequel to the events of the original dilogy, SpellForce 3 allowed new players to painlessly merge into the intricacies of the fabulous world of Eo. It would seem that a fantasy cocktail about orcs-elves-gnomes and other dragons seen a thousand times… But the plot is unexpectedly sensible, you believe the problems of oncoming characters, sweeping dialogues do not cause a desire to hysterically rewind them. Party members shine with charisma, while not trying to catch your attention with feigned eccentricity and kitsch madness. The orc shaman, somewhat reminiscent of Thrall, bears the burden of oppressive guilt in his heart and tells a lot of interesting things about the local orc philosophy, which is much deeper than the “we are evil and green” paradigm. The good-natured dwarf-archaeologist, if you talk to him properly, turns out to be a supporter of the ideas of totalitarianism and almost total lobotomy of all the inhabitants of Eo in order to achieve order … Partners constantly comment on what is happening and wedged into dialogues, even as part of the most modest additional task. What is especially pleasing is that the story does not stall and does not close on the boring gathering of forces for the final battle, which the scriptwriters of the late BioWare abused. The intrigue is always preserved, more and more terrible secrets emerge from the past of the protagonist, and the drama hits right in the heart. Against the backdrop of past games in the series, the plot became a little more adult and gloomy, the world began to play with intonations of some Dragon Age: Origins – the notorious gray morality permeates every little conflict. turns out to be a supporter of the ideas of totalitarianism and almost total lobotomy of all the inhabitants of Eo in order to achieve order … Partners constantly comment on what is happening and wedged into dialogues, even within the framework of the most modest additional task. What is especially pleasing is that the story does not stall and does not close on the boring gathering of forces for the final battle, which the scriptwriters of the late BioWare abused. The intrigue is always preserved, more and more terrible secrets emerge from the past of the protagonist, and the drama hits right in the heart. Against the backdrop of past games in the series, the plot became a little more adult and gloomy, the world began to play with intonations of some Dragon Age: Origins – the notorious gray morality permeates every little conflict. turns out to be a supporter of the ideas of totalitarianism and almost total lobotomy of all the inhabitants of Eo in order to achieve order … Partners constantly comment on what is happening and wedged into dialogues, even within the framework of the most modest additional task. What is especially pleasing is that the story does not stall and does not close on the boring gathering of forces for the final battle, which the scriptwriters of the late BioWare abused. The intrigue is always preserved, more and more terrible secrets emerge from the past of the protagonist, and the drama hits right in the heart. Against the backdrop of past games in the series, the plot became a little more adult and gloomy, the world began to play with intonations of some Dragon Age: Origins – the notorious gray morality permeates every little conflict.

The immersion in the story is facilitated by the excellent voice acting of each character. The voices are perfectly matched, no one overacts and does not “make a gnome”, but when necessary, the actors give out emotions. One of the key characters (Sentence Noria) croaks with the voice of Geralt of Rivia, but his charismatic tone does not overshadow the rest of the voices.

On release, the sumptuous audio-visual series denigrated a wave of technical problems. In addition, the series has always been plagued by a lack of the same strategic visibility and readability that Blizzard’s strategies (at least up to the infamous Warcraft 3: Reforged) and the Age of Empires series are famous for. It seems that the unit models are one of the most detailed in the genre, and the landscapes are picturesque, and the weed-ant is beautifully slipping under the boots of the soldiers … but as soon as the brawl starts, everything turns into an uncontrollable heap-small, where the devil himself does not make out who is hitting whom. I could still pour a couple of tons of bile on not the most convenient user-friendly interface … but what’s the point of sanding the problems of 2017 now?

Discussing SpellForce 3 still follows in the context of the path that the game has traveled over the long 5 years. During this time, she received two big additions (Soul Harvest and Fallen God), each of which is comparable in scale to the main course, and significantly surpasses it in quality and elaboration. The interface, which was filled with more than one can of slop from fans of the series in the release version, was rebuilt from scratch, and some mechanics were redone. For example, a rather curious mechanic with wagons wandering between outposts has been completely removed, which, although it hit the hearts of those who like to rob cows, significantly increased the dynamics.

In the end, the most dramatic innovation that prompted us to compile this material was the fact that SpellForce III Reforced came to the consoles of the Xbox and PlayStation families. I completed the large-scale story campaign in full on Xbox Series X on the maximum difficulty of Circle Mage, and I dare to say that the console control implementation here is one of the best in the RTS genre, although some things still need to be polished.

Most of the features are packaged in circular menus. RT calls up the abilities menu of our heroic brethren – hover over, hold down the trigger and choose which spell to hit on the top of the enemy closest to the cursor. RB calls a ring of units that we have “binded” in advance. LT is responsible for buildings, LB is the ability of the selected unit. Of course, circular menus have their own problems – in the heat of battle, there is always a chance to make a mistake with the angle of deflection of the stick and select the wrong ability / building / squad, but it is difficult to imagine more humane ways to hang such an abundance of functions on the gamepad. In addition, in the game settings, you can set a pause or slow down time when you call any circular menu. This partly compensates for the lack of a full-fledged tactical pause in the story campaign. Of course, in online battles, no one will allow you such liberties.

The choice of units is implemented with the A button: clicked once on a creature – selected, clicked twice – selected all fighters of this type. hold A – see a growing ring frame, successfully peeped from the Halo Wars series. Double-click on an empty area – select all the troops on the map. Orders are implemented on the X and Y buttons. X – movement with the attack of everything that dares to fall into the field of view. Y – simple movement or attack of a specific target. The four valiant heroes play a key role in the battle, so a separate team, R3, has been allocated for their selection. Unfortunately, there is not enough fast switching between key buildings, so each time you have to “bind” them in advance as a separate detachment.

Management of the economy differs from this in most strategies. It is largely simplified and automated, but this is rather good news for the owners of the console version. We cannot choose an individual worker – this is not a master’s business! Each captured sector has a number of settlers, the number of which increases with the improvement of the outpost. Instead of direct orders to each individual hard worker, we select the desired building and adjust the number of people involved in it with a cross, and they themselves will go to work in the room, which is quite convenient. So we can quickly distribute how many farmhands in the sector should knock with a pickaxe on stone, how much to cut wood, and how much to hunt game. Any building without attendants is useless: the forge will not be improved, the barracks will not spew new soldiers, and the defensive towers will not shoot a hail of arrows at the advancing villains. Thankfully, a quick glance at the sector is enough for you to understand how the workforce is distributed.

There are still a number of uncomfortable questions about the interface itself. There is an impressive list of settings / highlights / icons / stripes, but some elements cannot be disabled, although they obscure a significant part of the screen without carrying much benefit. For me, for example, the line of abilities on the screen did not give up for nothing, as well as the list of tasks on the right. Part of the interface would be desirable, if not removed at all, then at least reduced.

Against the background of the console port of Iron Harvest, the creation of Grimlore Games turned out to be more friendly to the owners of the gamepad, even taking into account the fact that the game mechanics of Spellforce III Reforced are noticeably more complex and complex. I still miss the function of moving a motley army in a single formation, and I would like a little more screen settings, but after a few hours of adaptation, I just simply immersed myself in the game without tripping over my own fingers.

Technically, the Xbox Series X and PlayStation 5 versions boast a fairly sharp picture and a stable 60 FPS. Despite being five years old, it’s still one of the most beautiful isometric games in both the RTS and party RPG genre. The detailing of the units and the environment is pleasing to the eye, the sun illuminates the picturesque fields and meadows, the grass obediently sags under the hooves of formidable knights … Here I have to make a small correction – the visual muscles really start to play in add-ons when the artists, as follows, having figured out the engine and tweaked the lighting gave truly fantastic views.

Offensive technical blunders, however, are. In rare places in the game, shadows glitch, and troops gathered in one place begin to get confused in each other and randomly spin in place. I lost sound on a couple of missions, and one optional tomb tortured my eyes with a strobe light. Luckily, it took a few minutes. However, given the scale of the game, such dirty tricks do not pull on a tragedy.

And the scale is really big. The main story campaign, prequel mission and both story additions will keep you busy for a good hundred hours. What is nice, there is no place in the timekeeping for an empty grind and frankly garbage additional tasks. Even the most smelly give/fetch/kill missions are accompanied by interesting dialogues, try to tell you something new about the game world, and often have an unexpected denouement.

The role-playing part, however, is not without problems. The game regularly puts moral choices in front of you. Here you have a difficult decision to make: cut out a village infected with a terrible disease or prevent this massacre. Choose to spare the inhabitants – our comrades will attack us, and then the hero will be sent to prison. Let’s choose genocide – and … our comrades will still find a reason to attack us, and we will also be sent to prison. What for was to arrange this circus with imaginary non-linearity?

It is extremely rare to really influence your decision at least on something, but you are asked for your opinion regularly. This problem is less relevant to the second and, hopefully, not the last addition to Fallen God, where the actions taken during the campaign directly affect the course of the story and the ending.

As we pointed out above, the quality of the add-on content is significantly higher than in the original game. The main campaign starts to sag a little towards the middle. The plot forces you to return to the same maps two or even three times with a minimum of changes, the locations are not very diverse visually, the strategic part does not offer any variety and depth, and the balance of complexity dances without any logic. However, the great storyline kept me hooked until the very end. You get attached to the characters in a good way, a trip in their company leaves a warm trace in the soul, inherent in some good JRPG. This feeling outweighs the irritation from numerous problems. However, the “vanilla plot” of SpellForce 3 has now become a kind of weak link against the backdrop of great addons.

Soul Harvest is already devoid of many of the above problems. The campaign, with comparable timing, came out much more collected and diverse. Here and there we have to deal with boss fights that require competent tactics, optional puzzles began to appear more often at the levels. The strategic part has become more interesting with the return of flying units and the appearance of two new factions – dwarves and dark elves. If in the original orcs, humans and elves differed slightly, the newcomers turned out to be fundamentally different. Dwarves are unsurpassed defensive masters and terrible spenders when it comes to stone, their system of tunnels allows them to quickly move between their possessions and react with lightning speed to enemy raids. Dark elves, on the contrary, specialize in attack, it is vital for them to organize a massacre as soon as possible and collect the souls of the dead from the battlefield. Almost every unit in the new factions has an active ability. Let’s say that some of the units of the gnomes licked the habits of a siege tank from Starcraft. Dark elf archers can speed up and move away from the battlefield, and the multi-legged creature is not averse to raising the undead on the battlefield. On top of that, the developers, although infrequently, add variety to the strategic battles with unusual conditions. In one of the tasks, the surface of the earth is infected with poison, the only way to clear the territory is by destroying mushrooms from the air, fighting off crowds of giant beetles. Of course, the strategic inserts are still nothing compared to the grandiose, second-by-second verified missions from Starcraft 2, but they perfectly diversify the adventure. Almost every unit in the new factions has an active ability. Let’s say that some of the units of the gnomes licked the habits of a siege tank from Starcraft. Dark elf archers can speed up and move away from the battlefield, and the multi-legged creature is not averse to raising the undead on the battlefield. On top of that, the developers, although infrequently, add variety to the strategic battles with unusual conditions. In one of the tasks, the surface of the earth is infected with poison, the only way to clear the territory is by destroying mushrooms from the air, fighting off crowds of giant beetles. Of course, the strategic inserts are still nothing compared to the grandiose, second-by-second verified missions from Starcraft 2, but they perfectly diversify the adventure. Almost every unit in the new factions has an active ability. Let’s say that some of the units of the gnomes licked the habits of a siege tank from Starcraft. Dark elf archers can speed up and move away from the battlefield, and the multi-legged creature is not averse to raising the undead on the battlefield. On top of that, the developers, although infrequently, add variety to the strategic battles with unusual conditions. In one of the tasks, the surface of the earth is infected with poison, the only way to clear the territory is by destroying mushrooms from the air, fighting off crowds of giant beetles. Of course, the strategic inserts are still nothing compared to the grandiose, second-by-second verified missions from Starcraft 2, but they perfectly diversify the adventure. Dark elf archers can speed up and move away from the battlefield, and the multi-legged creature is not averse to raising the undead on the battlefield. On top of that, the developers, although infrequently, add variety to the strategic battles with unusual conditions. In one of the tasks, the surface of the earth is infected with poison, the only way to clear the territory is by destroying mushrooms from the air, fighting off crowds of giant beetles. Of course, the strategic inserts are still nothing compared to the grandiose, second-by-second verified missions from Starcraft 2, but they perfectly diversify the adventure. Dark elf archers can speed up and move away from the battlefield, and the multi-legged creature is not averse to raising the undead on the battlefield. On top of that, the developers, although infrequently, add variety to the strategic battles with unusual conditions. In one of the tasks, the surface of the earth is infected with poison, the only way to clear the territory is by destroying mushrooms from the air, fighting off crowds of giant beetles. Of course, the strategic inserts are still nothing compared to the grandiose, second-by-second verified missions from Starcraft 2, but they perfectly diversify the adventure. In one of the tasks, the surface of the earth is infected with poison, the only way to clear the territory is by destroying mushrooms from the air, fighting off crowds of giant beetles. Of course, the strategic inserts are still nothing compared to the grandiose, second-by-second verified missions from Starcraft 2, but they perfectly diversify the adventure. In one of the tasks, the surface of the earth is infected with poison, the only way to clear the territory is by destroying mushrooms from the air, fighting off crowds of giant beetles. Of course, the strategic inserts are still nothing compared to the grandiose, second-by-second verified missions from Starcraft 2, but they perfectly diversify the adventure.

The role-playing part in Soul Harvest has been slightly rebuilt, classes and abilities have changed, and the unbridled power of the heroes has been somewhat reduced, because in the original the heroes became so powerful over time that supporting the army was already meaningless. Well, the icing on the cake was the emergence of romantic relationships with party members. I think a lot of Spellforce 3 fans were left a little disappointed by Tahar’s chastity. The new head of the Wolf Guard, General Eirev, is free to eventually get closer to one of the companions, including the red-haired elf Iria, who so attracted many in the original. By the way, she is not the only character who will open up to you in Soul Harvest from a new, hitherto unseen side.

Fallen God is a bold addition from a story point of view. We have to play exclusively with a gang of trolls, but even in such racial monotony, you are unlikely to be bored. The scriptwriters managed to create a truly touching and in many ways tragic story about the fate of creatures that are terrible on the outside, but the sweetest creatures in the depths of their souls. The game has become much more role-playing, your decisions are no longer props. Exploring locations has become much more fun due to the peculiarities of the characters, as if peeped in some Lost Vikings. In addition, a curious crafting system appeared. The new faction (as you might guess, these are trolls) is full of surprises. The big ones can eat fellow tribesmen to strengthen them, and the created fighters are allowed to be reprofiled, replacing, for example, a club with something long-range.

If the whole game was made as high quality as Soul Harvest and Fallen God, we would not be stingy to call Spellforce 3: Reforced a real diamond. The Grimlore Games studio, despite a not very successful start, showed that it was able to work on the bugs and still convinced us that the series was in the right hands. In addition, the series first looked at the console. To my surprise, the port is made very high quality and does not require a die “for masochists”. If you are interested in role-playing adventures in a fantasy world with an emphasis on story and you do not disdain real-time strategy – Spellforce III Reforced will be a great outlet for you.

Completed on Xbox Series X. Playtime:

SpellForce 3 — 36 hours
Soul Harvest — 32 hours
Fallen God — 33 hours

 

Most of the features are packaged in circular menus. RT calls up the abilities menu of our heroic brethren – hover over, hold down the trigger and choose which spell to hit on the top of the enemy closest to the cursor. RB calls a ring of units that we have “binded” in advance. LT is responsible for buildings, LB is the ability of the selected unit. Of course, circular menus have their own problems – in the heat of battle, there is always a chance to make a mistake with the angle of deflection of the stick and select the wrong ability / building / squad, but it is difficult to imagine more humane ways to hang such an abundance of functions on the gamepad. In addition, in the game settings, you can set a pause or slow down time when you call any circular menu. This partly compensates for the lack of a full-fledged tactical pause in the story campaign. Of course, in online battles, no one will allow you such liberties.

The choice of units is implemented with the A button: clicked once on a creature – selected, clicked twice – selected all fighters of this type. hold A – see a growing ring frame, successfully peeped from the Halo Wars series. Double-click on an empty area – select all the troops on the map. Orders are implemented on the X and Y buttons. X – movement with the attack of everything that dares to fall into the field of view. Y – simple movement or attack of a specific target. The four valiant heroes play a key role in the battle, so a separate team, R3, has been allocated for their selection. Unfortunately, there is not enough fast switching between key buildings, so each time you have to “bind” them in advance as a separate detachment.

Management of the economy differs from this in most strategies. It is largely simplified and automated, but this is rather good news for the owners of the console version. We cannot choose an individual worker – this is not a master’s business! Each captured sector has a number of settlers, the number of which increases with the improvement of the outpost. Instead of direct orders to each individual hard worker, we select the desired building and adjust the number of people involved in it with a cross, and they themselves will go to work in the room, which is quite convenient. So we can quickly distribute how many farmhands in the sector should knock with a pickaxe on stone, how much to cut wood, and how much to hunt game. Any building without attendants is useless: the forge will not be improved, the barracks will not spew new soldiers, and the defensive towers will not shoot a hail of arrows at the advancing villains. Thankfully, a quick glance at the sector is enough for you to understand how the workforce is distributed.

There are still a number of uncomfortable questions about the interface itself. There is an impressive list of settings / highlights / icons / stripes, but some elements cannot be disabled, although they obscure a significant part of the screen without carrying much benefit. For me, for example, the line of abilities on the screen did not give up for nothing, as well as the list of tasks on the right. Part of the interface would be desirable, if not removed at all, then at least reduced.

Against the background of the console port of Iron Harvest, the creation of Grimlore Games turned out to be more friendly to the owners of the gamepad, even taking into account the fact that the game mechanics of Spellforce III Reforced are noticeably more complex and complex. I still miss the function of moving a motley army in a single formation, and I would like a little more screen settings, but after a few hours of adaptation, I just simply immersed myself in the game without tripping over my own fingers.

Technically, the Xbox Series X and PlayStation 5 versions boast a fairly sharp picture and a stable 60 FPS. Despite being five years old, it’s still one of the most beautiful isometric games in both the RTS and party RPG genre. The detailing of the units and the environment is pleasing to the eye, the sun illuminates the picturesque fields and meadows, the grass obediently sags under the hooves of formidable knights … Here I have to make a small correction – the visual muscles really start to play in add-ons when the artists, as follows, having figured out the engine and tweaked the lighting gave truly fantastic views.

Offensive technical blunders, however, are. In rare places in the game, shadows glitch, and troops gathered in one place begin to get confused in each other and randomly spin in place. I lost sound on a couple of missions, and one optional tomb tortured my eyes with a strobe light. Luckily, it took a few minutes. However, given the scale of the game, such dirty tricks do not pull on a tragedy.

And the scale is really big. The main story campaign, prequel mission and both story additions will keep you busy for a good hundred hours. What is nice, there is no place in the timekeeping for an empty grind and frankly garbage additional tasks. Even the most smelly give/fetch/kill missions are accompanied by interesting dialogues, try to tell you something new about the game world, and often have an unexpected denouement.

The role-playing part, however, is not without problems. The game regularly puts moral choices in front of you. Here you have a difficult decision to make: cut out a village infected with a terrible disease or prevent this massacre. Choose to spare the inhabitants – our comrades will attack us, and then the hero will be sent to prison. Let’s choose genocide – and … our comrades will still find a reason to attack us, and we will also be sent to prison. What for was to arrange this circus with imaginary non-linearity?

It is extremely rare to really influence your decision at least on something, but you are asked for your opinion regularly. This problem is less relevant to the second and, hopefully, not the last addition to Fallen God, where the actions taken during the campaign directly affect the course of the story and the ending.

As we pointed out above, the quality of the add-on content is significantly higher than in the original game. The main campaign starts to sag a little towards the middle. The plot forces you to return to the same maps two or even three times with a minimum of changes, the locations are not very diverse visually, the strategic part does not offer any variety and depth, and the balance of complexity dances without any logic. However, the great storyline kept me hooked until the very end. You get attached to the characters in a good way, a trip in their company leaves a warm trace in the soul, inherent in some good JRPG. This feeling outweighs the irritation from numerous problems. However, the “vanilla plot” of SpellForce 3 has now become a kind of weak link against the backdrop of great addons.

Soul Harvest is already devoid of many of the above problems. The campaign, with comparable timing, came out much more collected and diverse. Here and there we have to deal with boss fights that require competent tactics, optional puzzles began to appear more often at the levels. The strategic part has become more interesting with the return of flying units and the appearance of two new factions – dwarves and dark elves. If in the original orcs, humans and elves differed slightly, the newcomers turned out to be fundamentally different. Dwarves are unsurpassed defensive masters and terrible spenders when it comes to stone, their system of tunnels allows them to quickly move between their possessions and react with lightning speed to enemy raids. Dark elves, on the contrary, specialize in attack, it is vital for them to organize a massacre as soon as possible and collect the souls of the dead from the battlefield. Almost every unit in the new factions has an active ability. Let’s say that some of the units of the gnomes licked the habits of a siege tank from Starcraft. Dark elf archers can speed up and move away from the battlefield, and the multi-legged creature is not averse to raising the undead on the battlefield. On top of that, the developers, although infrequently, add variety to the strategic battles with unusual conditions. In one of the tasks, the surface of the earth is infected with poison, the only way to clear the territory is by destroying mushrooms from the air, fighting off crowds of giant beetles. Of course, the strategic inserts are still nothing compared to the grandiose, second-by-second verified missions from Starcraft 2, but they perfectly diversify the adventure. Almost every unit in the new factions has an active ability. Let’s say that some of the units of the gnomes licked the habits of a siege tank from Starcraft. Dark elf archers can speed up and move away from the battlefield, and the multi-legged creature is not averse to raising the undead on the battlefield. On top of that, the developers, although infrequently, add variety to the strategic battles with unusual conditions. In one of the tasks, the surface of the earth is infected with poison, the only way to clear the territory is by destroying mushrooms from the air, fighting off crowds of giant beetles. Of course, the strategic inserts are still nothing compared to the grandiose, second-by-second verified missions from Starcraft 2, but they perfectly diversify the adventure. Almost every unit in the new factions has an active ability. Let’s say that some of the units of the gnomes licked the habits of a siege tank from Starcraft. Dark elf archers can speed up and move away from the battlefield, and the multi-legged creature is not averse to raising the undead on the battlefield. On top of that, the developers, although infrequently, add variety to the strategic battles with unusual conditions. In one of the tasks, the surface of the earth is infected with poison, the only way to clear the territory is by destroying mushrooms from the air, fighting off crowds of giant beetles. Of course, the strategic inserts are still nothing compared to the grandiose, second-by-second verified missions from Starcraft 2, but they perfectly diversify the adventure. Dark elf archers can speed up and move away from the battlefield, and the multi-legged creature is not averse to raising the undead on the battlefield. On top of that, the developers, although infrequently, add variety to the strategic battles with unusual conditions. In one of the tasks, the surface of the earth is infected with poison, the only way to clear the territory is by destroying mushrooms from the air, fighting off crowds of giant beetles. Of course, the strategic inserts are still nothing compared to the grandiose, second-by-second verified missions from Starcraft 2, but they perfectly diversify the adventure. Dark elf archers can speed up and move away from the battlefield, and the multi-legged creature is not averse to raising the undead on the battlefield. On top of that, the developers, although infrequently, add variety to the strategic battles with unusual conditions. In one of the tasks, the surface of the earth is infected with poison, the only way to clear the territory is by destroying mushrooms from the air, fighting off crowds of giant beetles. Of course, the strategic inserts are still nothing compared to the grandiose, second-by-second verified missions from Starcraft 2, but they perfectly diversify the adventure. In one of the tasks, the surface of the earth is infected with poison, the only way to clear the territory is by destroying mushrooms from the air, fighting off crowds of giant beetles. Of course, the strategic inserts are still nothing compared to the grandiose, second-by-second verified missions from Starcraft 2, but they perfectly diversify the adventure. In one of the tasks, the surface of the earth is infected with poison, the only way to clear the territory is by destroying mushrooms from the air, fighting off crowds of giant beetles. Of course, the strategic inserts are still nothing compared to the grandiose, second-by-second verified missions from Starcraft 2, but they perfectly diversify the adventure.

The role-playing part in Soul Harvest has been slightly rebuilt, classes and abilities have changed, and the unbridled power of the heroes has been somewhat reduced, because in the original the heroes became so powerful over time that supporting the army was already meaningless. Well, the icing on the cake was the emergence of romantic relationships with party members. I think a lot of Spellforce 3 fans were left a little disappointed by Tahar’s chastity. The new head of the Wolf Guard, General Eirev, is free to eventually get closer to one of the companions, including the red-haired elf Iria, who so attracted many in the original. By the way, she is not the only character who will open up to you in Soul Harvest from a new, hitherto unseen side.

Fallen God is a bold addition from a story point of view. We have to play exclusively with a gang of trolls, but even in such racial monotony, you are unlikely to be bored. The scriptwriters managed to create a truly touching and in many ways tragic story about the fate of creatures that are terrible on the outside, but the sweetest creatures in the depths of their souls. The game has become much more role-playing, your decisions are no longer props. Exploring locations has become much more fun due to the peculiarities of the characters, as if peeped in some Lost Vikings. In addition, a curious crafting system appeared. The new faction (as you might guess, these are trolls) is full of surprises. The big ones can eat fellow tribesmen to strengthen them, and the created fighters are allowed to be reprofiled, replacing, for example, a club with something long-range.

If the whole game was made as high quality as Soul Harvest and Fallen God, we would not be stingy to call Spellforce 3: Reforced a real diamond. The Grimlore Games studio, despite a not very successful start, showed that it was able to work on the bugs and still convinced us that the series was in the right hands. In addition, the series first looked at the console. To my surprise, the port is made very high quality and does not require a die “for masochists”. If you are interested in role-playing adventures in a fantasy world with an emphasis on story and you do not disdain real-time strategy – Spellforce III Reforced will be a great outlet for you.

Completed on Xbox Series X. Playtime:

SpellForce 3 — 36 hours
Soul Harvest — 32 hours
Fallen God — 33 hours

Shovel Knight

Game completed on:

XSEX

Correct topics:
yes

Duration:
100+ hours

 

Platforms:

PS5
XSEX
PS4
ONE
PC

Developer:

Grimlore Games

Publisher:

THQ Nordic

Rate article
CreativeJamie
Add a comment