The Heroes of Annihilted Empires demo was put on Gamespot right before the game’s release this year, and I was really interested to try it out (as I am with all high fantasy RTS/TBS/RPG/action games). The game boasts two modes of gameplay – RTS and RPG. You can choose to manage workers and buildings and churn out armies to defeat your opponent, or you can choose to adventure as a lone hero, sometimes recruiting neutral villages, to become essentially a one-man army. The world lore is based loosely on the Heroes of Might and Magic franchise. As the developers state, they wanted to see how Heroes of Might and Magic would look in RTS mode:) So here are my views on the demo.
BOTH modes. Visually it looks like another RTS game from the 1990s, Kohan-Immortal Sovereigns. I personally don’t care about such looks, but I can close my eyes to that if there’s good gameplay.
RPG mode. I liked the RPG gameplay challenge. It is fun to try and play the guerilla way and beat the AI. On hard level, I couldn’t make it playing in RPG mode as an undead warrior, the enemy just rushed all the time and won. Well maybe I am too slow with levelling and I need more tries:)
RPG mode. For an RPG, I would like a closer look at my avatar, more customization and less cards. Cards detract from immersion, really. At least name them “scrolls” to keep my faith that I am in some annihilated empire, not sitting with a friend and playing Magic – the Gathering:)
RTS mode. Resource gathering. I like how you can have workers sitting in mines, and upgrades to mines.
RTS mode. Unit selection and control. I cannot understand why the literally thousands of units are built one-by-one. It doesn’t add positive stuff to the gameplay. In Heroes of Might and Magic (HOMM), which is the spiritual forefather (and a TBS mind you) the units were recruited in stacks, and controlled as stacks. Here you have to click around each unit.
RTS mode. View (zoom level). This brings me to the fact that the birds-eye view (at maximum zoom in) doesn’t help selecting the tiny units at all. Buildings cover units, so these can get lost. You have to constantly rotate view to find all the lost guys. Games like Rise of Nations have unit outline indicators that show a unit behind a building (Age of Mythology has similar as well).
RTS mode. Peon (worker) management. How do I find out if there are lazy peons that are not working? I know I am spoiled by Age of Empires/Kings/Mythology and Warcraft interface where they have a helpful button “lazy worker”. Lacking such indication here, I need to search each and every peon individually, which is again a huge pain with even the maximum zoom level (they are just too small).
RTS mode. Starting minutes. The RTS game (skirmish) buildup is slow (with normal game speed). Nothing to do during that, since your hero is a statue for 30 minutes. From a design standpoint, I find this a huge restriction. You have to spend 30 minutes for buildup if you also want to play with your hero.
Why not allow the hero to level during that time? This would be much more of a HOMM spirit than choosing RTS or RPG. HOMM is both TBS and RPG at the same time. Of course then this would be almost the same as Warcraft III, but I think that by avoiding to become Warcraft III this can become a way less fun game in the end;)
I always thought how a game of HOMM would look if it was an RTS. I am not sure I like this incarnation due to some points mentioned above.
If I made a HOMM RTS, I would probably outsource the Age of Mythology engine, have less units on the map, more upgrades (also to looks, not just stats), closer zoom level, more streamlined unit management interface. That would probably allow graphics to be 3D (not sprite-based), and have more expressed animations needed for closer view on units.
Do I sound like a fanboy of Ensemble/Blizzard? Rightfully so:)