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Battlecry's second important innovation is the integration of role-playing elements into the usual RTS formula. Before embarking on a campaign you'll need to create a special unit type known as a 'Hero' to lead your forces. Heroes are carried over from one scenario to the next (even if killed in battle, in which case they are simply inactive for the remainder of the scenario before being resurrected in the next), and can participate in any game, from the single-player campaign to skirmish and multiplayer modes. Four statistics are used to determine your Heroes attributes (strength, dexterity, intelligence and charisma), and through the accumulated experience points from combat new levels can be achieved. This entails both a profession, including warrior, rogue, priest and wizard, and a speciality role. In addition, Heroes can also cast a variety of spells, obtain quests, and gain special items to enhance combat or spellcasting abilities.
The use of Heroes is undoubtedly the reason that Battlecry rises above the RTS pack. By introducing some of the elements of the RPG, and allowing the development of Heroes over a long period, SSG have given the game an extra level of gameplay and enjoyment. In multiplayer games high-level Heroes can be crucial to the result and also add personality to the mix. In addition to the carry-over of Heroes, other character-based units can be used throughout the single-player campaign, forming part of your retinue. At the beginning of each scenario points are allocated which you can spend on these units, making them available for the following scenario.
While you would think that all of the additions required for these RPG elements would complicate the game's interface, this isn't the case at all. Again, SSG have excelled in producing an interface that is smooth and easy to use, with all the gameplay options just a click or two away. Unit queuing, waypoints and priority orders are all covered elegantly. Graphically, Battlecry is also very impressive, especially at the higher 1024x768 resolution. Backgrounds are crisp and detailed, unit animations appear fluid, and I've noticed no significant drop in frame rates, even with a large number of units on-screen. Sound effects and music are also top-notch. In fact, presentation throughout is simply superb.
Perhaps the only true criticism of Battlecry that I can summon lies in some shaky AI. It's not uncommon to move a unit quite close to the enemy with no response from the AI, and computer attacks seem uncoordinated and are therefore easy to repel. Consequently, an experienced RTS gamer will be able to humble the computer at all but the hardest difficulty levels. Thankfully, multiplayer support is extensive, and there is even a full editor which allows fans to design their own maps for competition.
Despite the quality and class of Battlecry it seems destined not to receive the success that it deserves. Many cross-genre releases fail to capture their target audience, and fall between the cracks of the genres they combine. If this does indeed happen with Battlecry it would be a great shame, since SSG have produced an excellent game that is full of nice touches. RPG elements slide smoothly into the RTS mix, and it all adds up to a whole lot of fun. If you're looking for a fairly traditional strategy game in the real-time format, or just for something new and interesting, don't look past Warlords Battlecry. |