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<item>
<title>GH Review: SpellForce 2: Shadow Wars (PC)</title>
<author>The Gaming Horizon Archive</author>
<link>http://www.gamebump.com/go/gh_review_spellforce_2_shadow_wars_pc</link>
<guid>http://www.gamebump.com/go/gh_review_spellforce_2_shadow_wars_pc</guid>
<comments>http://www.gamebump.com/go/gh_review_spellforce_2_shadow_wars_pc#</comments>
<description><![CDATA[<p>This review was originally published on Gaming Horizon, GameBump's predecessor. Its format does not match our own but we support its content.  It was written by Nate Francis.</p>

<p class="MsoNormal"><img style="border: 0px;" src="/typeimage.php?color=orange&font=stencil&text=THE LOWDOWN&size=25" alt="The Lowdown"/>



<p class="MsoNormal">No matter
how &quot;cutting edge&quot;, or &quot;next gen&quot; a PC game claims to be,
there are, invariably, myriad clues that explain its genesis. Just as Sherlock
Holmes could casually inspect some random passerby and make astute observations
about him based on the type of dirt staining the hem of his mackintosh, the
knowledgable gamer can look at the design elements of any given game and
establish a lineage, of sorts. Said gamers will not be fooled by buzz-words;
rather, they will absorb the game and then make their own pronouncements upon
the validity of whatever claims the marketing crew endows upon their finished
product. 



<p class="MsoNormal">Spellforce
2, fortunately,
makes no claims to anything, save &quot;a seamless blend of RPG and RTS.&quot;
This much is true. Unfortunately, it doesn't take a forensic analyst to see the
fingerprint of other, better games all over it. The main lure here (aside from
the mostly-naked Dark Elf lady) is the ability to hop in and out of two
distinct genres with little to no interruption between the two. The question to
be answered, then, is this: Are these two portions of the game handled well
enough, in themselves, to make for an enjoyable final product?



<p class="MsoNormal"><img style="border: 0px;"   src="/typeimage.php?color=orange&font=stencil&text=THE GOOD&size=25" alt="The Good"/>



<p class="MsoNormal">Spellforce
2 is a simple game to sit down to. Cracking open the game manual, one of the
first items the player reads essentially states &quot;You can spend an hour
reading this manual, or just play the tutorial. I advise the latter.&quot;
Being on a deadline and having no time to waste on eye-bleeding unit charts, I
did just this. After running a serviceable cinematic introduction complete with
my first in-game footage of the aforementioned mostly-naked Elf lady (always a
great way to begin a game), I was thrown directly into the in-game tutorial. 



<p class="MsoNormal">Indeed,
the manual had provided sage advice. As these things go, it was top-notch -
providing all the information I needed to dive into the main game, in a concise
and neatly-tailored package. You'll hit on all the key aspects of the game
here, with detailed, voice-enabled instructions (which would turn out to be the
only decent voiceacting in the game) covering everything from level-ups to town
construction. The tutorial also conveniently provides the plot-launch for the
campaign. Duly tutored by the end, you're ready to go crack heads, gather phat
lewtz, and save the world. Equipped only with a knife, your magical blood and a
mostly-naked Elven sidekick, it's time to truly begin the game. 



<p class="MsoNormal">To play
the game, you'll need to master both of its elements: an RPG format similar to <em>Dungeon
Siege</em>, where you'll control a handful of heroes from a third-person or
isometric view, and an RTS format, reminiscient of <em>Warcraft 2</em>. The charm
here lies in the integration. You'll arguably spend more time utilizing RPG
mode, exploring the map and completing quests. Some of these quests will charge
you to hit specific map waypoints and build towns from which you'll then be
able to recruit armies and lay siege to the enemy in a traditional RTS format.
The transitions are intuitive and extremely smooth, and couched in an
attractive graphical environment that isn't lacking in any respect when
compared to any current RTS titles. 



<p class="MsoNormal">Both
aspects of Spellforce 2 follow well-trodden genre standards, so the game should
be extremely familiar to anyone old enough to actually purchase it. 



<p class="MsoNormal">Playing
in RPG mode (where you're travelling and exploring with only a handful of
fellow heroes) is done via two available views: third-person view, where you can
get more of an RPG flavor and see much more detailed avatar graphics, or an
isometric view (also used in the RTS areas of the game) which sacrifices eye
candy for a much wider view of the on-screen map. You'll guide your heroes
around from quest givers (with familiar golden exclamation points floating
above their heads) to preset encounters tailored for your smaller group. You'll
complete quests for experience points, which will allow your main hero to
level. <p class="MsoNormal">As your hero levels, so do his companions, and while they're never
quite as tough as your avatar, they're all hardy and servicrable, with powerful
and useful special abilities. Of course, no RPG today would be complete without
gobs of glittering loot, and Aspyr knows this. Following what has become
convention, your avatars will grow in graphical majesty as they upgrade their
gear. A not-inconsiderate part of the hook in these types of games is watching
your heroes go from dirty potboys to ass-kicking ubertankers; you won't be
disappointed here, either. There's no shortage of lootables to be had
throughout the campaign, and they can be shared or passed down amongst any
heroes you have who attain the necessary skills to use them. 



<p class="MsoNormal">RTS mode
uses very common features that most any gamer will be used to - three
gatherable resources, town construction based on a &quot;crafter&quot;
platform, and unit construction and upgrades. Hotkey designations for
individual unit groups were eschewed in favor of a graphical UI at the top of
the screen, displaying the individual groups and number of units contained.
Auto-building is not here; instead, in a throwback to earlier genre offerings,
you'll need to assign workers to build your structures. The more crafters you
have working on a specific project, the faster the completion. This will often
lead the player to having many &quot;idle&quot; units lying about in town;
fortunately, there's a handy UI button that will allow you to deal with
assigning work to idle crafters much more efficiently than having to
micromanage one at a time. Action alerts will display on a mini-map, which also
uses a very friendly waypoint marker system, making it much more difficult to
get lost among your RPG and RTS goals for any given level. Any given objective
which relies on a map location will have a waypoint marked; then, it's just a
question of bulling your way through to it. 



<p class="MsoNormal">Does all
of that sound pretty familiar? It should. You've played it all before.



<p class="MsoNormal"><img style="border: 0px;" src="/typeimage.php?color=orange&font=stencil&text=THE BAD&size=25" alt="The Bad"/>



<p class="MsoNormal">Spellforce
2, conceptually, should have been a solid, engaging game. It has all of those
core elements I mentioned, pushed into a tight package of gameplay - a
&quot;seamless blend&quot; of genres, like creamsicles, or chocolate-vanilla
twist on a hot summer night. A naked Elf babe following you around wherever you
go.



<p class="MsoNormal">The
concept is good. The reality of the execution, unfortunately, is not. 



<p class="MsoNormal">The
reality is that there is nothing here that makes you think you've risen above
the level of alt-tabbing between the aforementioned Dungeon Siege (which was a
better RPG) or Warcraft 2 (which was a better RTS). While there are small
tweaks that show some developer insight (like the ability to teleport around
the map after certain journey stones are discovered), the entire offering
reeks of a lack of imagination in both aspects. While Auran has succeeded in
seamlessly blending two genres, either offering by itself would have been a
failure, and blending the two does little to mitigate this.



<p class="MsoNormal">Compouding
the mediocrity present here are a hodgepodge of issues that speak to
insufficient time in final polish and a design team that has no business
handling anything beyond, perhaps, some of the more rudimentary knock-knock
jokes you might find on any given fourth grade playground. Dramatic soundfiles of
heroic music come crashing out of your speakers as a battle engages, then
immediately cut to travelling background music when the battles are still raging,
only half-over. You'll find poor grammar scattered intermittently throughout
several quest dialogues. Adjunct heroes or compantions are tossed into your
party infrequently, but the lack of most ability to select or control them
effectively can cause pathing issues when changing the movement of your armies
en-masse, leaving them to run off solo and die should your attention wander for
a moment. <p class="MsoNormal">And the quest design... words cannot describe the horror. For
instance, an NPC, on your first encounter with her, will ask you to murder two
lost children that you've already been tasked by another NPC to save. Without
any preamble or reason to trust you, just &quot;hey, kill these kids.&quot;
What's worse, this is supposedly coming from the right-hand councilor to a
local Baron, who happens to be standing right around the corner from her. Of
course, your only option is to run back and tattle, which spawns an encounter
with her about 30 seconds later that leaves her dead in decidedly undramatic
fashion. The Baron? He's all &quot;well, that's a shame.&quot; I wrote better
Dungeons &amp; Dragons adventures than this when I was 14. 



<p class="MsoNormal">Any
top-shelf RPG relies on a decent level of scripting, fancy grammar and, if
included, passable voiceacting to pull off the proper amount of immersion and
get people emotionally invested in the story the designer is trying to tell.
This is particularly crucial to quest-based systems, where the advancement of
the story goes hand-in-hand with the avatar's levelling system. Aspyr has blown
all three in Spellforce. However, a discerning
gamer will be quickly able to tell that this team took this game pretty
seriously, which makes the abject failure of writing here that much more
unforgivable. The voiceacting in particular is awful to the point of being a
very unwelcome distraction - all the more so because there's so damned much of
it, all of it categorized as a) bad, b) terrible, or c) stomach-turning. While
material such as this might be acceptable to a younger crowd (really younger),
it just doesn't fly when you're older, wiser, and in &quot;been there, done
that&quot; mode. 



<p class="MsoNormal">On a
final note, if you're lucky enough to be running a GeForce 7950 GTX2, turn off
your second video gpu. Attempting to run both will cause interesting and
unsettling graphical issues until such a time as Aspyr or nVidia can address
them in a future patch or driver, and renders the game close to unplayable. 



<p class="MsoNormal"><img style="border: 0px;" src="/typeimage.php?color=orange&font=stencil&text=THE VERDICT&size=25" alt="The Verdict"/>



<p class="MsoNormal">As bad as
the bad is, the game's not all bad. 



<p class="MsoNormal">For
gamers who aren't particularly picky or demanding, there's still fun to be had
and progression to be enjoyed in Spellforce 2. Most of the elements which make
the two genres enjoyable are riffed on here, if not outright copied. There's a
ton of gameplay available that, on a higher-end system, is stable and
fast-paced. If nothing else, it has indeed lived up to its claim to &quot;seamlessly&quot; blend RPG and RTS.



<p class="MsoNormal">However,
there are a myriad of faults with this title, particularly from a non-technical
standpoint - some of which are glaring, and repetitive enough to be galling. If
you fancy yourself an electronic game connoisseur or writing hobbyist of any
kind, you'll find it difficult to bother with progression in the face of the
mess which is the story. If not... wait for it to hit the bargain bin. Until
then, you wouldn't be doing yourself a disservice to grab a copy of Dungeon
Siege to assuage your wait.<span style="font-size: 10pt; font-family: Arial;"></span>


	<p><img style="border: 0px;"  src="/typeimage.php?color=black&font=stencil&text=GAMEPLAY: 6&size=20" alt="GAMEPLAY: 6" /> <br />
Smooth,stable gameplay is comprimised by a laughable plot and scripts not fit for daytime TV.</p>

<p><img style="border: 0px;"  src="/typeimage.php?color=black&font=stencil&text=GRAPHICS: 8.5&size=20" alt="GAMEPLAY: 8.5" /> <br />
Good hero details coupled with fancy-pants terrain design. Needs better particle effects.</p>

<p><img style="border: 0px;"   src="/typeimage.php?color=black&font=stencil&text=SOUND: 3.5&size=20" alt="SOUND: 3.5" /> <br />
Poor soundfile scripting throughout and horrifyingly bad voiceacting. Add a mute function.</p>

<p><img style="border: 0px;"  src="/typeimage.php?color=black&font=stencil&text=FUN FACTOR: 4&size=20" alt="FUN FACTOR: 4" /> <br />
Nothing really new or compelling; poor plot and quest design is tolerated, not enjoyed.</p>

<p><img style="border: 0px;"  src="/typeimage.php?color=black&font=stencil&text=REPLAY VALUE: 5&size=20" alt="REPLAY VALUE: 5" /> <br />
While Id never touch it again, theres plenty here to enjoy if you can ignore the flaws.</p>

<p><img style="border: 0px;"  src="/typeimage.php?color=orange&font=stencil&text=TOTAL SCORE: 5.4 &size=23" alt="TOTAL SCORE: 5.4" />

]]></description>
<pubDate>Wed, 02 Aug 2006 10:42:00 -0500</pubDate>
</item><item>
<title>Spellforce 2 Gets Release Date</title>
<author>Tim Grube</author>
<link>http://www.gamebump.com/go/spellforce_2_gets_release_date</link>
<guid>http://www.gamebump.com/go/spellforce_2_gets_release_date</guid>
<comments>http://www.gamebump.com/go/spellforce_2_gets_release_date#</comments>
<description><![CDATA[<p><i>This article was originally published on Gaming Horizon, GameBump's predecessor. Certain formatting, imaged, and embedded content may have been lost in the transition process.</i></p>Aspyr Media today announced that it will release SpellForce 2  Shadow Wars on April 24 for the PC. The game features a class-free character system that offers numerous variations on a players strategy, giving the game high re-playability. 
<p>
SpellForce 2 - Shadow Wars will be release for the PC and have a SRP of $39.99. Aspyr is publishing SpellForce 2 in North America and JoWooD is publishing the game in Europe and other territories.]]></description>
<pubDate>Thu, 06 Apr 2006 14:32:00 -0500</pubDate>
</item><item>
<title>GH Preview: SpellForce 2: Shadow Wars (PC)</title>
<author>The Gaming Horizon Archive</author>
<link>http://www.gamebump.com/go/gh_preview_spellforce_2_shadow_wars_pc1</link>
<guid>http://www.gamebump.com/go/gh_preview_spellforce_2_shadow_wars_pc1</guid>
<comments>http://www.gamebump.com/go/gh_preview_spellforce_2_shadow_wars_pc1#</comments>
<description><![CDATA[<p>This preview was originally published on Gaming Horizon, GameBump's predecessor. Its format does not match our own but we support its content.  It was written by Matthew Call.</p>

<p class="MsoNormal"><img  style="border: 0px;" src="http://www.gamebump.com/typeimage.php?color=orange&font=stencil&text=THE BUZZ&size=25" alt="The Buzz" />



<p class="MsoNormal">SpellForce II: Shadow
Wars is the sequel to the moderately successful <em>SpellForce: The Order of
the Dawn</em>, which released two years ago, and aims to improve on the original
in every conceivable way. It seems that the games developer, Phenomic,
actually listened to the criticism of its fans and the gaming press and actually
corrected the problems! Im not entirely sure, but this might be a first for
the industry. Sarcasm aside, Gaming Horizon received a preview build featuring the tutorial as well as three levels from various portions, and so far it's looking like one of the best PC titles of 2006, especially
in the RPG and RTS genres. 



<p class="MsoNormal">SpellForce is unique because it attempts to take a
role-playing game and combine it with real-time strategy elements, which is not
an easy task. The simplest way to describe SpellForce is <em>Dungeon Siege</em>
meets <em>Battle for Middle-earth</em>. Levels often begin with a single adventurer
or a small group of adventurers fighting through a dungeon. Upon exiting the
dungeon the adventurers typically discover a town or village that needs to be
defended and the game switches into a real-time strategy. Players need to
gather resources, construct buildings, and then form armies to actually fight the
enemy. Surprisingly, the switch between dungeon crawler and RTS is remarkably
smooth, and doesnt distract the player or pull him out of the game with the
sudden change of direction. 



<p class="MsoNormal">The story is the typical RPG tale that has been floating
around for years now, but it is told with a style and sense of urgency that
helps pull the player into the action. The player fills the role of one of the
reclusive Shaikan, a human race with some ancient dragon blood which bestows
special abilities upon its members. One day the Shaikan stumble into a dark elf, Nightsong, who
has been seriously wounded in battle. Upon healing the elf it is discovered
that a renegade army known as the shadows is moving across the land conquering
everything in its path. The player must team up with Nightsong and several
other adventurers they encounter along the way in order to find a method to stop
the armys march of terror across the countryside. <p class="MsoNormal">Simple enough, but the way
the game uses the story adds a surprising amount of depth. Typically a scenario
begins with the small party of adventurers traveling to warn or gather help
from a nearby village, fighting small groups of enemies on the way. In the town
some RPG-style conversations occur and the player is tasked with defending the
town from enemy attackers or often must assist the town in resolving a local
problem before being able to gain the people's support against the shadows. This
allows every scenario to be unique while still tying into the overall mission
of defeating the shadows. If the single-player campaigns story isnt enough,
the game will also ship with a 30 hour co-op mode, complete with a different
storyline.&nbsp;



<p class="MsoNormal">The games interface has been noticeably tweaked since the
original SpellForce. In the last game players had to deal with
gathering seven different types of resources. In Shadow Wars, the number of
resources has been reduced to three. When creating villagers to harvest the
resources, the game wisely allows players to designate a resource for the
workers before they ever set foot outside the city hall. If players need to
harvest stone, they simply build five stone worker villagers and the instant the
villagers pop into existence they will immediately walk over to the nearest
stone and start harvesting. The villagers can also be retasked at any time, so
a stone villager can easily be sent to harvest another resource or construct a
building. 



<p class="MsoNormal">Another nice interface upgrade deals with the combat system.
Heroes in the game have special abilities, such as the ability to heal or cast
spells. When a hero or group of heroes is highlighted, their portraits and
abilities appear in the upper left corner of the screen. This is handy in
combat since it enables players to quickly access any of their heroes abilities
without having to individually highlight them. These two simple additions to
the RTS interface greatly simplify the whole strategy process and will likely
be adopted by future strategy titles.



<p class="MsoNormal">The graphics in SpellForce II are the most impressive Ive
seen in an RTS. Since the game was designed as both an RPG and an RTS, players
are able to move the camera from the typical overhead RTS view all the way down
to an over-the-shoulder view like those seen in <em>Dungeon Siege</em> or <em>Neverwinter
Nights</em>. With that level of camera control in mind, the developers added in
small details on the character models that typically would not be visible in an
RTS. The environments are also extremely detailed with individual blades of
grass and mountains in the distance which are only visible when the camera is
dropped down for a closer view.



<p class="MsoNormal">The audio is also exceptional. The music, while sounding
suspiciously similar to the <em>Lord of the Rings</em> movies, is top-notch and
works well in the fantasy setting. The voiceacting is also well done, with the
typical cheesy RPG style of gruff ogre and dwarf voices and dainty elves, but
it works given the context of the game. Sound effects for combat and spells are
also respectable and add to the style and atmosphere of the game.



<p class="MsoNormal"><img style="border: 0px;"   src="http://www.gamebump.com/typeimage.php?color=orange&font=stencil&text=THE PREDICTION&size=25" alt="The Prediction"/>



<p class="MsoNormal">SpellForce II: Shadow Wars will make a splash on the PC
scene when it launches next month. At a time when it seems many major
developers are beginning to abandon the PC in favor of console gaming, titles
like SpellForce show that PC gaming still has plenty of life left. While I
did only see four of the games levels in the preview build I received, what I
saw was extremely well polished and has left me wanting to play the full game
upon its release. Don't pass this one up.


]]></description>
<pubDate>Thu, 16 Mar 2006 00:39:22 -0600</pubDate>
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