
trying-v-disciples-first-vazhah-na-clash-ii-s-1
An attempt in Disciples. First glance at Clash II
A step -by -step strategy with plots and the study of the world. Early access.
The game is declared for the Windows platform.
Lyrical introduction
I can't say that I figured it out well in the game. Many battles and research had to be skipped due to curvature (each fight is loss, and in the final of the level, each fighter in the account, so you need to either win perfectly or miss the battles so that the personnel are saved). Therefore - the first glance.
Represented by a common introductory roller and small text-dialic inserts on levels. They talk about the events taking place in the local world.
The gameplay is a step -by -step strategy.
In the beginning they will very briefly tell how to move and fight.
The basis of the game is currently two scenarios. The first consists of one card, the second is more serious - several locations. 11 playable levels are stated. The third script planned like the second in size is in development.
Levels are quite confusing, difficult locations. Here we will meet friends and enemies, we can find treasures (cage secreted by light), capture buildings and cities.
The battles are made in the form of battles on large arenas divided into square cells.
As for me, clashes are made quite unbalanced. https://grand-mondial.co.uk/ The arenas are large, only the rapprochement of the armies occupies the course of two or three. There are a lot of warriors (both ours and enemies), everyone needs to move, time is stretched.
Some units for some reason are completely not functional, but the enemies are sometimes too smart. For example, an archer can shoot only once during a move, then his functionality - to rush into hand -to -hand combat. Enemies, like real strategists, are in a hurry to cut down archers and heroes. The heroes are fat, Lukari fall from a pair of blows.
Units have something like a stamina scale. While they run enough forces and beat, and the number of actions is limited only by endurance and sometimes it is possible to do difficult combinations.
Enemies are represented by various monsters and hostile fractions. There are ordinary fighters and bosses. In general, it can be close fighters, magicians and arrows. In the detachments of our heroes, about the same separation.
Consider the pros and cons of the game, summarize the results.
+ Good musical and sound accompaniment.
+ Many types of units, it seems like there are even factions.
+ Good system with endurance, you can run a lot and beat.
+ Strong, impressive bosses.
What can be both a plus and a minus:
± graphics seemed somewhat boring, dark. But here there are no comrades to the taste and color of.
± in my opinion, the battle arena are too large. They could easily be made less than three times. On the other hand - suddenly there are further huge armies that need to be placed somewhere or bosses from which you need to cut circles (one of them met).
± the balance of power of units did not like. Some swordsman will cut the wolf, and he will go to bite the archer on his move and will bite. Bosses cut down ordinary units from almost one blow, and those that can do. The archer fired once and becomes useless. But since I do not consider myself a big strategist, I leave the option that I may have misunderstood something and I do not write in pure minuses.
± The difficulty is relatively high. After battles, units are not automatically treated. This leads to losses and unwillingness to once again enter into a fight. But someone may like it.
- There are practically no descriptions. That is, stats of the hero that they give? What are the properties of an ordinary fighter? How many cells the enemy is like - you need to guess.
- Purely subjectively - small interface in some places.
- Enems of the lair of enemies are scattered on the map. Cleaned a couple and it gave - nothing. Well, except for experience. In addition, they can also be easily skipped, since they are weakly standing out on the ground. In theory, there you can hire units and receive resources, but certainly not from all. And from which there is a profit? I must find out experimentally.
- Technical disadvantages. For example, an archer shoots at the enemy. After that, there is a indicator of the shot (supposedly it can be done more), but the archer cannot actually shoot anymore and will rush into the near battle with some probability and will quickly die there. At the same time - nothing can be replayed, except for the preservation.
- No Russian language of text. The required level of English knowledge is quite high. There is little text, but for some reason he caused difficulties personally with me, I had to work with the dictionary.
While the game looks damp. There are gaps in technical design and balance. It is hoped that early access will be used properly. At this stage, it is difficult to say - what happens in the end.
PS: probably did not reveal all aspects, could miss something. I will be glad to supplement/adjust the review or answer questions in the course of communication in the comments.