![]() ![]() Spellforce 3: Fallen God isn’t the most complex real-time strategy, either. But, if you haven’t captured the zone, you can go in and stealth capture resources. This doesn’t take away the need to secure resource nodes, but these resource nodes are usually tied somehow to the entire zone. Workers will build structures you place, and complete most other tasks automatically. What I mean by this is the fact that worker units will just automatically gather resources from the world around them. One of the things I really appreciate bout Spellforce 3: Fallen God’s brand of real-time strategy is its easing of micromanagement. For instance, if you train a vanilla troll grunt, you can send him to the “Hitting Camp” to specialize them in a number of different roles. Other buildings work to further specialize units. The rest of the real-time strategy bits involve building specific buildings to recruit certain units. ![]() This isn’t unique, but it adds a dynamic sense of urgency to map control with AI opponents. I haven’t before played Spellforce’s brand of RTS, but in Spellforce 3: Fallen God the real-time strategy elements are about what you’d expect, with a little twist: the map has control points you have to conquer, and you’re only allowed to build in areas you control. But playing as the trolls feels appropriately powerful-guiding an army of these giant creatures feels like you’re driving a steamroller over enemy settlements. You’re not really playing as “the bad guys” despite the troll’s brutish appearance. They worship a god called Mugwa-who bestows them with power. The game really likes to shape the narrative as noble savages, but keep their sacrificial blood rituals in place. What I gathered from my playthrough is this: you’re the new chieftain of the Moonkin tribe, but Instead of brainless, bloodthirsty trolls, the Moonkin trolls are noble-if still a bit bloodthirsty. I have to admit, I’m completely new to the Spellforce series, so forgive any ignorance I might have of the lore. The trolls of Spellforce 3: Fallen God remind me a lot of the Orcs from Warcraft-which is probably obvious. You guide a group of hero units through story missions, with base building not a central focus in every mission. It’s a real-time strategy game with some role-playing game elements where you play as a Troll clan that is forced from their lands by hunters and disease. But that doesn’t seem to matter, since Spellforce 3: Fallen God doesn’t really require prior knowledge to jump into. Spellforce 3: Fallen God is a standalone expansion to Spellforce 3-which I haven’t played. One of my fondest real-time strategy memories was playing Warcraft III on a crappy laptop, and one of my favorite campaigns was in the Frozen Throne expansion: “The Founding of Durotar.” Spellforce 3: The Fallen God is probably the closest I’ve come to that, and now I’m wondering why it took me so long to check out the Spellforce series. I know they’re still around, but we haven’t had a title like Warcraft III or Starcraft in a long time- Warcraft III Remastered and Starcraft 2 notwithstanding. I miss real-time strategy games in the mainstream. ![]()
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