Finally, my sleeper hit of the convention: Disciples - Sacred Lands. I
was wandering aimlessly, caught in that "convention haze" when one is stumbling
around trying to spend the last dollars they have in the last "bargain hours" of
any tradeshow, when I stumbled upon the Strategy First company booth. Tucked off on
the side of the show, I hadn't spotted them before. I saw that they were the
producers of Man of War II. I'm a big fan of Age of Sail games and have been for a
long time, so I thought I'd stop by and try to get a review copy. Little did I have
any inkling about what I was going to find.
One of their booth fellows happily sat me down and was about to demo an adventure game
for me. Gulping, I quickly pointed out that I was from STRATEGY GAMING
Online, and
wasn't 'into' adventure games (I had already had an ugly "bait-&-switch
demo" incident of the same kind at the Sierra booth with Gabriel Knight 3 from which
I barely escaped intact). Crestfallen, he looked around for something to salvage the
situation. Seeing Pro Sotos, the producer of their upcoming strategy title
Disciples, sitting right there, he said "Why don't you check out Disciples?"
I sat there, initially politely listening, but after a little while I started to pay
closer attention. This was a pretty good game! Basically, DSL is a Warlords
clone - 4x game, turn based, fantasy environment. Cities and terrain are set up by
scenario and the goal is to conquer everything. Cities build forces, which are then
moved around on the strategic map. Fog of war is simulated by the map starting
blacked out, and becoming clear as units move. Straightforward, right?
Well it is straightforward. Nobody who has played Warlords 1, 2 or either of the
3's is going to have any trouble picking this game up - it's a classic strategy engine.
So - you say skeptically - what's the big deal? The big deal is in the
execution. This is what Warlords 3 should have been. The
units are beautifully rendered, and the screenshots make it hard to
believe this is only a 256-color game. The settings are entrancing, the music
perfect, the atmosphere entirely and completely consistent.
The cities are your sources of units and tech advances, much like
MoM/Warcraft.
With the resources you gain through the expansion of territory you build and
advance units based on the technology acquired through structures. But again here,
the implementation is what's so interesting - the 4 "sides" each have thoroughly
different "feels" to them, as well as entirely different tech trees.
One real innovation is the expansion of territory. Your group's controlled area
is represented by a unique texture to the ground (the Mountain guys have snow, the Evil
guys have lava, etc.) which also changes the look of the structures on top of them.
This control area expands automatically semi-randomly each turn, speed depending on
how successful you are. You can direct the expansion with certain units that can
plant control rods near desirable targets, and your land will expand trying to reach the
control rod. This territory doesn't have to be homogeneous, but the impetus comes
from your capital, so by and large players will try to go for nearby resources.
Movement is by party - a leader and only up to 5 others travel in groups when outside
cities, obviating the "killer stack" issues common to Warlords-family games.
The stacks just can't get that powerful so as to dominate the game. Combat is
resolved semi-tactically, with individuals in the party being either in the front rank
(meaning they take damage first, and can melee) or second (typically spell casters and
archers) and rather quickly. Magic items are present in limited numbers, augmenting
one or all of your party.
The game ships with a scenario editor, allowing map editing as well. No plans are
currently in the works for an army/force editor, but Pro seemed to think that was a good
idea, so who knows?
Basically, I was stunned. If you liked Warlords, you will definitely like this
game. There's little here that's revolutionary, but that's ok when it's put together
in a satisfactory whole. D-SL is straightforward and has a low learning curve, but a
disproportionately high entertainment value. I'm eagerly awaiting my review copy.
And, after all that, I was so impressed - I forgot to even TALK to them about Man of
War II! Pretty crummy journalism, if I say so myself.
Gen Con was a good convention. I hope more vendors realize the value of reaching
out to the customers directly - since Gen Con's the natural venue, there is a very good
likelihood this gaming event will continue to grow. I hope that more computer vendors
specifically decide to take advantage of it.