

There are story missions at most of these nodes but there are also lots of random, incidental missions you can undertake to build up your forces. There are various nodes around the map and each is linked to one or more other nodes. While I like the Risk-style approach of the last game, the developers have jettisoned that idea in favor of a more story-driven experience that still allows the player to set their own path through the world. The campaign game has a lot more direction to it this time around. Heroes can now buy and sell magic items at new shops at certain areas and can even gather a retinue of high-level troops around them to carry with them from mission to mission. Through the game, they'll be responsible for gaining control of resource nodes and picking up magic items. There are as many classes for your hero as there are races (but not, unfortunately, as much documentation) so you can build exactly the right hero for your needs. Creating and developing a hero is definitely one of the driving forces behind the game. Add them to the various types of dwarves, elves, orcs, and so forth in the game and you've got a fantasy setting with tremendous variety and richness.Īnd you can play as any of these races in the game, not just as the units you'll lead but also as the hero who represents you in the game. The new insectoid Swarm are able to drain resources from the mines of other players while the Ssrathi have a giant Sun Temple that defends the area around with massive spells. In addition to the interesting philosophical identities, resource requirements, tech trees and unit focus of each race, most also have some unique powers. The disease-laden Plaguelords are entirely new, as are the dinosaur-like Ssrathi and the numerous Swarm. The humans of old have been split into two distinct political factions this time, the cavalry-heavy Knights and the more generalist-minded Empire.

There are five new races in this sequel, bringing the combined total up to a billion playable races. The series has always been known for presenting lots and lots of playable races. And while it's not surprising that Warlords Battlecry 3 is a lot like Warlords Battlecry 2 (that is, after all, the point of a sequel), we find ourselves impressed with the few changes that have been made but we're still left wishing that the developers had taken a few more chances or added a few state-of-the-genre updates, primarily in terms of graphics. While there were plenty of interesting titles at the show, there was a strong sense that we had seen nearly everything there before in one form or another. After this year's E3, we're having a debate around the office about the need to innovate.
