SpellForce 2: Shadow Wars Review
Spellbound.
Version tested: PC
It's not the best name ever, SpellForce. It sounds like some sort of educational spelling challenge, given a trendy edge to appeal to the kids. And indeed, when the original SpellForce was released, the name plus the concept - an RTS and RPG combination - left you with a sense of impending dread. But, as it turned out, this was misplaced. Surprisingly, the RPG element wasn't just tacked on as a gimmick, and the game was packed with sub-quests, proper character development and Diablo-style loot-hauling. It did have its problems, sure, but what's really impressive is that the developer seems to have listened to reviewers' and players' moans alike, and fixed most of these issues for the sequel. It sounds like a fairytale, doesn't it?
SpellForce 2 doesn't change too much - neither should it - but there are distinct differences. On an overall design level, there's been a slight shift in emphasis towards the RPG side. There are more maps which involve small skirmishes, or adventures into abandoned mines and the like with only your party members for company. Furthermore, the game's positively dripping with sub-quests, some of the more standard 'kill this' or 'get that' variety, and some which are pleasantly more involved, with riddles and puzzles to solve, or choices to be made.
Obviously it's not all questing - there are still large-scale RTS battles complete with base-building. However, these epic bun-of-demon-slaying-+3-fights have been streamlined considerably, meaning that you don't actually need a masters in engineering to be able to manage your settlements anymore. The seven resources of the original have been pared down to three, and gone are the complex base-construction trees, replaced by a much neater and compact system of core buildings. This means you can concentrate on the combat itself, rather than base micro-management.

Sir Geoffrey's horse was different from all the others, so it used to bully them.
The interface has also undergone an overhaul. Various one-click buttons have been added which cover a variety of tasks, such as selecting important buildings (to queue unit construction orders while away in battle). Patrol, follow and other standard RTS orders have made a welcome appearance. Builders can be automatically assigned to specific resource collection duties upon creation, items in the inventory will highlight characters qualified to use them when you move the cursor over them; the list of useful little tweaks is massive.
Those of you who hated wandering around SpellForce's maps searching for quest objects and NPCs will also appreciate the fact that the game now highlights many of these locations on the mini-map. The upshot of this is there's no more back-tracking through previously cleared levels hunting around, but on the other hand, it does feel uncomfortably close to spoon-feeding at times.
And speaking of things to hate about the original, there was the voice acting, which was just magnificently rubbish - with arch-mages who talked like the camp German officer out of 'Allo 'Allo. SpellForce was home to some of the worst voice work ever, and there's a lot of competition for that accolade in the computer gaming world. It's better here, although much of the dialogue's still hammier than a gammon steak. Fortunately, that doesn't stop the storyline from being compelling and providing some intriguing twists. Neither does it dampen the overall atmosphere, which is enhanced by touches of visual detail like people sat supping ale in the beer gardens outside of taverns, or piles of dead bodies littering the reddened grass of a battlefield.

Even in the heat of battle, our intrepid hero has time for a quick hilltop pose.
Not only is the single-player campaign commendably huge in scope, when you're finally done with that there's plenty more on the multiplayer front, with standard skirmish battles provided along with a stand-alone co-operative campaign. The latter involves obtaining quests from a central hub world, then teaming up with other players to tackle a series of maps, with the same levelling and loot grabbing mechanics as the single-player. Excellent stuff.
The main downside of the single-player experience is its linearity, but it's that absorbing with so many quests to get side-tracked in, this simply isn't much of an issue. It's also true that the game doesn't provide a vast suite of tactical options. There are no formation orders, for example, and your units tend to run along in strung out lines when you direct them over long distances (the pathfinding can be haphazard too). But there are tactical considerations - on a map facing demons, you'll do well to build archers as the devil-spawn tend to go heavy on the flying units. And there's plenty of skill involved in micro-managing combat and using your hero's abilities to their full effect, even if it's of the fast-clicking dextrous variety.
All told, the RTS battles in SpellForce 2 are challenging and enjoyable, all the more so now that the base building elements have been streamlined. And tackling the huge amount of diverse RPG quests, picking up and evaluating items, advancing your character's skills to match your tactics is a thoroughly engrossing mix. SpellForce 2 is that rare beast - a thoroughly well executed hybrid game.
8 / 10
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Comments (18) Latest comment 6 years ago
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Just thought I'd mention that...
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It does look nice Smugg, there's a pretty recent trailer for it over on Eurogamer.tv, too.
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Great caption for the first screenie by the way
EDIT: only £17.99 at Play. Bargain!
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http://www.glop.org/st arforce/
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it sounds bloody fab but this reviewer sounds like he's read about the mode but not played it.
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Anyway, I prefer buying from the US just the same to show my support to distributors that do not think they own my computer and treat me as a customer. Jowood, Ubi and the rest will not get any money from me until they stop putting their (supposedly protected by SF) money before the health of my computer.
(Edit: can't... speak... English... argh)
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I've experienced problems with SF. It wasn't bad, bad, but with one game (TM) I would experience hickups that would ruin my times (and the game, by extension) that I didn't have with the cracked version, and with other (TM:S) I had a lot of coasters from my burner with SF installed, and none without it.
Also, SF wouldn't like my burner for some reason (later I read that some versions of SF would simply not work with my Plextor model), and I had to wait one week before I could play a game I paid for, while doing all sorts of tests and sending them to a guy in Tech Support which would insist that it was because I didn't have the latest version of my board/VGA/DX/whatever driver.
So, after my experience and reading from many other people (the last one was the editor of PC Gamer US, which published an article last month), I'm not willing to give a single quid to a distributor that, despite all the known flaws and the lack of effectiveness of StarForce, will insist on putting it in a game I want. I prefer to just find an alternative, or go back to me Spectrum goldies
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Re: The co-op mode. To expand slightly on what I wrote in the review, you pick up the co-op campaign quests from the main “quest-map” with your character, then head back out to the multiplayer lobby where there’s a range of maps with level requirements you can have a crack at co-op with other players. Completing a map’s objectives levels you up with XP, you find items in chests as with the normal game, and you can complete the quests you’ve started on the “quest-map” throughout the various campaign maps, returning to the “quest-map” to cash them in. It’s very smartly designed.
I thought I’d summarised these mechanics in the review, but maybe with too much zeal in the brevity department, so it looks like glossing over it. If you’ve other specific questions about co-op play, by all means post them and I’ll do my best to answer.
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Think i might cancel my pre-order and wait for the Galactic Civilizations devs to post a link to a pirate copy
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http://www.hardgame2.com/index.php ?zone=news&mod=noticia&id=23986&id_ficha=843
it might be the first time in a long time I don't import a game.
We'll see. Dubbings are really bad here
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