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Real Time Strategy (Games) Role Playing (Games)

Review: Dragonshard 171

The Dungeons and Dragons license has graced some truly fine videogames. Planescape: Torment and the Baldur's Gate sagas are some of the finest gaming experiences RPG fans can cite. Dragonshard is the first melding of Dungeons and Dragons with the Real-Time Strategy genre, combining traditional RTS action with RPG elements to create a unique whole. While the game doesn't redefine my understanding of the RTS genere, it's very different from your normal title and is well worth checking out. Read on for my impressions of Liquid Entertainment's Dragonshard.
  • Title: Dragonshard
  • Developer: Liquid Entertainment
  • Publisher: Atari
  • System: PC
  • Reviewer: Zonk
  • Score: 8/10
Wizards of the Coast's newest campaign setting, Eberron, is the backdrop to Dragonshard. Though this is the first Eberron videogame, the pulp fantasy environment is set to play home to several types of games for a good reason. High adventure and intrigue are core concepts of the setting, and techno-magical items allow for a vaguely more modern feel while maintaining the fantasy overtones. The elements that distinguish Eberron from your standard D&D setting are woven deep into the game's structure. The construct warriors known as the Warforged, magical crystals called dragonshards, and craft-mages known as Artificers all have gameplay repercussions. Despite this, the flavour of the Eberron setting isn't captured as well as one would hope. The game is set on the jungle continent of Xen'drik, and as a result some of the most interesting Eberron-specific elements are far to the north on another continent. The wilderness-based dungeoncrawling paints the world with a generic fantasy brush that detracts from the source material substantially. While the gameworld is obviously Eberron, I would have enjoyed the inclusion of some of the most interesting setting elements (such as the Dragonmarked houses or the intricate political situation in the wake of the Last War) into the game. My nitpicking aside, it's definitely D&D. Riffling through the Monster Manual at random will give you a good look at the critters you'll face. All the favorites are there, from Beholders to Ilithids, and they look great.

In addition to the setting, Liquid also broke new ground with gameplay elements. While most RTS titles pit you against other factions in titanic battles, Dragonshard offers more than one way to play the game. On the surface of Xen'drik you build a fortress settlement and train up characters referred to as captains. These captains fill different character templates from the Eberron setting (artificers, rogues, ranged warriors, warforged soldiers, etc). Powerful captains attract soldiers which bolster your numbers while campaigning aboveground. There are several unique hero characters you can choose from as well, and these lead your captains in battle against opposing forces. The problem is that the only resource you can gather aboveground are the semi-ubiquitous dragonshards. Like every good adventuring party, you need gold to fund your conquests. In the grand tradition of D&D there is just as much gameplay to be had belowground as above. In the dungeon realm of Khyber, which runs beneath every level's map, monstrous creatures with hordes of loot await your blade's ministrations. By taking your captains belowground you leave the common soldiery behind, reducing the game to a much more traditional dungeoncrawling experience. Defeating these creatures nets you experience, which you can apply to captain types in order to level them up. In a nice circular fashion, leveled captains gain more followers. These soldiers don't count against the maximum number of followers you can control, and above ground your captains lead huge armies against your opponents. As you conquer more of the map above, you'll find new entrances to the Underdark and new opportunities for loot.

The result is a fun combination of traditional Warcraft-like combat and something more akin to Neverwinter Nights. The focus of game's storyline is very RPG, as well. A group of good-aligned warriors united in their worship of the Holy Flame seek three mystic seals which will allow them access to a giant hunk of Dragonshard. The powerful relic has affected the local lizardfolk population, changing them in substantial ways and providing the primary adversary for the Holy Flame's army. Aside from the goals you'll attempt to fulfill in acquiring the seals, quests you receive from characters scattered throughout the map give you opportunities to gain additional power and treasure. Items can affect your Hero's stats, and some quests can even open up new captain types in your base. The experience taken as a whole is very different than your standard cookie-cutter RTS, and the variety of gameplay ensures that if you get bored with one aspect of the game you can indulge in another activity to switch things up.

Base building in Dragonshard is fairly unique as well. Bases are laid out into blocks of four squares, with a central citadel and a stout wall surrounding the buildings. Unit-building structures are built on each square. Once their training facility is constructed, captains can be trained and (if you have enough experience) upgraded to level 2. By building another of the same structure type adjacent to the original, you can train units more quickly and upgrade the captain type further. Beyond simply upgrading the captains, there are structures you can build in the square arrangement that will improve the statistics of adjacent unit structures. Placing a mana increase obelisk in an arrangement with priest and sorcerer producing buildings will allow your spellcasters to be more effective in combat. It takes some getting used to, but once you get the hang of putting together a base it's easy to throw one together fairly quickly. After you've ventured into the Underdark enough times to gain some sizeable wealth you'll have a base that resembles a small city, with monuments and buildings nicely blending together.

The visual look of the game is distinct, and quite attractive. Units are highly detailed, with lots of nice touches given to the captains and heroes you'll be leading. One hero has a cross hanging from their armor that swings as she runs, while the angelic Archons wield inner-lit lightning bolts. The lizardfolk are especially intricately designed, with spines and scale flaps all over the place. The world is equally beautifully rendered, with environmental effects aplenty and a deformable terrain adding to the experience of combat in a substantial way. The most dramatic way to see the terrain deformation is the infrequent impacts of dragonshards from above. The first time it happens, it's quite startling to see. The explosions of crystalline shards are heavy enough to knock your troops off of their feet if they hit nearby, and leave collectible shards nestled in impact craters in their wake. The downside to all this pretty is a drag on your rig. While I don't have a cutting edge setup, I can play Half-Life 2 with most of the shinies turned up. Just the same, a screen full of warring armies caused me slowdowns on a couple of occasions. Despite the slowdowns, Dragonshard is a dramatic game. The auditory environment is dramatic as well, with angry cries and clashing blades adding emphasis to the visual devastation. Heroes and captains have unique vocalizations and catch phrases. As with every RTS they get old after the hundredth time you've heard them, but until you get fed up and turn them off you'll enjoy their gusto. There are precious few cinematics in the game, with most plot elements being explored via cutscenes acted out within the engine. While this is a good way to show off the game's graphical power, it can make for some odd moments. Up-close, the running animations of the heroes looks decidedly awkward. Additionally, there are no animations for characters to turn in place. When a hero turns to address one of his fellows, he rotates in place like a cardboard cutout. It's distracting, but the cut-scenes move the plot forward effectively. While some of them skirt the line of hokey gaming patter, for the most part they do a good job of keeping you informed about your goals in the single-player campaign.

The single-player mission is enjoyable, but re-playability is fairly low due to brevity. Multiplayer is where the game gets an extended life. Whatever reservations I have about the single-player are easily ignored when it comes to online play. The aboveground/Underdark gameplay makes for an even more interesting experience when other adventuring parties are thrown into the mix. In addition to probing the dungeons for treasure and experience, you have to fend off the opposing forces as well. This can be a tricky prospect if you've just put your party through a difficult boss battle. Beyond the basic gameplay, there are additional objectives that you can attempt to gain dominance. A capture-the-flag-like mode has you collecting artifacts before your opponent does, while another gametype requires you to take and hold places of power for a given span of time. Good gameplay is nothing without opponents, and I was very happy to have little problem finding folks to play against via the browser. The only catch is that you have to download a patch straight off in order to get online. A small price to play for the most entertaining way to play the game.

I didn't like this game at first. My knee-jerk reaction to this version of Eberron set me back, and the gameplay didn't jump out at me the way many other games have in the past. It's been a slow year for Real-Time Strategy, but after some time working with Dragonshard it began to grow on me. The base-building has a very different feel to it than your standard model, and the Underdark dungeoncrawling component is the perfect contrast to combat between massive armies. There are still elements that weaken the end result. The single-player game is very short, and confusingly while there are three races in the game there are only two campaigns. The game has occasional slowdowns, and the random Underdark spawn tables can make for overly interesting forays in the Multiplayer game. Overall, though, Dragonshard is well worth taking in if you're a fan of strategy games or the Dungeons and Dragons brand. Eberron is a fascinating setting, and I'm looking forward to seeing it realized more fully in future titles.
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Review: Dragonshard

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  • Add-On (Score:5, Informative)

    by AviLazar ( 741826 ) on Wednesday October 05, 2005 @03:00PM (#13724162) Journal
    The game is set on the jungle continent of Xen'drik, and as a result some of the most interesting Eberron-specific elements are far to the north on another continent

    Yes and this will be the add-on "City of Daggers - Sharn"
  • by TossCobble ( 838424 ) on Wednesday October 05, 2005 @03:07PM (#13724212)
    RTS stands for real-time strategy. As opposed to, say, turn-based strategy.
  • by sesshomaru ( 173381 ) on Wednesday October 05, 2005 @03:08PM (#13724216) Journal
    It's been a slow year for Real-Time Strategy, but after some time working with Dragonshard it began to grow on me.
    Well, I don't know about that, as the RTS I've been looking forward to for a long time, the expansion to Dawn of War, Dawn of War: Winter Assault just came out. It's gotten generally good reviews, and I think the addition of the Imperial Guard and a more complex single player game makes it a worthwhile purchase.

    Demo Available here: New Warhammer 40,000 Dawn of War Winter Assault demo [dawnofwargame.com]

    I may pick up Dragonshard eventually too... but I imagine that with the little time I have available for Game Playing I'll have my hands full with Winter Assault.

  • by Tuirn ( 717203 ) on Wednesday October 05, 2005 @03:18PM (#13724280)
    Turbine is already producing it: http://www.ddo.com/ [ddo.com]
  • by meowsqueak ( 599208 ) on Wednesday October 05, 2005 @03:22PM (#13724308)
    You just hit tab when you have a diverse group selected, and the focus moves between each type of unit. You had to do the same thing in Warcraft 3 and it's not too bad.
  • by Olix ( 812847 ) on Wednesday October 05, 2005 @03:24PM (#13724323)

    If you select a large group of units, tab will take you through the various unit types. You can also click once on their icon at the bottom of the screen to select that particular type of units. Double click an icon will select just that unit.

    It really has a very simple interface, reminds me of Warcraft. Perhaps you should play the tutorial in future, before leveling complaints at the game?

  • Blood & Magic (Score:5, Informative)

    by HydrusZ ( 539461 ) on Wednesday October 05, 2005 @03:25PM (#13724328)
    "Dragonshard is the first melding of Dungeons and Dragons with the Real-Time Strategy genre"

    You're off by about 9 years. Blood & Magic [gamespot.com] was a D&D RTS based on Forgotten Realms that came out in 1996. Not a terrible game, but it wasn't near the top of RTS's even back then.
  • by Olix ( 812847 ) on Wednesday October 05, 2005 @03:28PM (#13724353)
    C&C clone?? I wouldn't call it a blindly brilliant game, sure, but it is in no way similar to C&C. If anything, its feel reminds me of something like Age of Wonders or HoMM gone real-time. you can hardly call any RTS a C&C clone, and this particular game plays very differently to any other stuff in the genre.
  • by Anthony Boyd ( 242971 ) on Wednesday October 05, 2005 @03:28PM (#13724354) Homepage
    If I could just get an AI engine for NPCs and monsters, graphics, and whatever building blocks I need to create my own world. THAT would be cool.

    NWN [bioware.com] and free server software [bioware.com]

  • Neverwinter Nights (Score:5, Informative)

    by DG ( 989 ) on Wednesday October 05, 2005 @03:30PM (#13724366) Homepage Journal
    Then you want Neverwinter Nights (and the subsequent exapansion packs)

    It comes with a phenominal world-building engine and some of the community-produced content for it is breathtaking. There's some very talented world-builders and storytellers out there.

    And the game can be played multiplayer with a DM.

    Oh - and it runs on Linux!

    DG
  • by Idealius ( 688975 ) on Wednesday October 05, 2005 @03:32PM (#13724385) Journal
    I actually liked spellforce.

    Sure it was repetitive, but the RPG elements made the grind easier.

    What I DIDN'T like is when I got close to the end of the game and a bug in spellforce made my savegame unplayable. :(
  • by Jbcarpen ( 883850 ) on Wednesday October 05, 2005 @03:33PM (#13724391)
    The flying thing is an elemental galleon, built by house Khorvare, these ships are powered by a bound elemental of at least huge size. those galleons capable of flight use either an air elemental or a fire elemental. from the looks of the picture, I would say that that one is powered by an elder air elemental, top speed is approximately 20 mph. An elemental galleon can only be piloted by a dragonmarked heir of house Khorvare who posesses the mark of storm, least or higher.

                          Hope you find this informative as I have just labeled myself a total geek, not having had to look any of this up(if you want to do so yourself, it can be found in the eberron campaign setting book)
  • Re:If nothing else (Score:2, Informative)

    by Jaysyn ( 203771 ) on Wednesday October 05, 2005 @03:37PM (#13724421) Homepage Journal
    The companies they advertise for pay extra for that.

    Jaysyn
  • by aetherspoon ( 72997 ) on Wednesday October 05, 2005 @03:42PM (#13724460) Homepage
    Planescape: Torment would be about as close as you get to what you are saying - every action affects you in some ways, your character becomes YOU. It is entirely possible to go wading through thousands of enemies annihilating all in your path as it is to fight only when absolutely necessary (which is really rare).
    In essence, it is what a lot of DMs want to see in a Roleplaying game. Yes, it is still bound by some restrictions - this is a computer game, last I checked everything on a computer at this time has at least some restrictions.
  • by SkipRosebaugh ( 50138 ) on Wednesday October 05, 2005 @03:44PM (#13724473) Homepage
    It's an airship, powered by an air elemental. They're pretty rare in Eberron, and are difficult to fly, and only go 20mph anyway, so don't expect it to fundamentally change the balance of the game.
  • by Anonymous Coward on Wednesday October 05, 2005 @03:52PM (#13724527)
    Stronghold, published by SSI in 1993 was also a D&D branded RTS, not an overhead view of all of the action, not multiplayer, but Real Time and Strategy nonetheless! It was also a pretty fun game. If you can find a copy of it I'd guess it would still be pretty fun today!
  • by Anonymous Coward on Wednesday October 05, 2005 @04:51PM (#13724940)

    I was involved in the DragonShard multi-player Beta through Atari (not that gamespy crap) and have to warn everyone thinking about buying this game: They only gave us ONE patch to test!!! ONE! And it had enough issues that most people stopped playing/participating in the beta. We were in a holding-pattern waiting and waiting for another beta patch to resolve issues ranging from connectivity to playability. They never came out with anything I'd say was close to a final release. They were still tweaking the seriously imbalanced units ...

    But on a good note (if it isn't full of bugs), it's a fun game. The RPG factor (in the dungeon crawling sense not role-playing) adds a nice twist to the RTS genre.

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