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Dragonshard Review at The Gamers Temple

Discussion in 'Game/SP News & Comments' started by chevalier, Nov 2, 2005.

  1. chevalier

    chevalier Knight of Everfull Chalice ★ SPS Account Holder Veteran

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    The Gamers Temple has reviewed Dragonshard, spanning over two pages of a solid compact outlook on the technical details of gameplay, such as the RTS and RPG elements, the way building and expanding is handled: building types, resource harvesting, dealing with unit level caps and other issues after this example. Here's an excerpt from the introduction:

    It’s hard to believe, but up until now there has never been a real-time strategy game set in the Dungeons & Dragons universe. D&D has spawned countless RPGs and many and RTS has been set in a fantasy world filled with magic users and orcs, but the two worlds have never met before. This glaring oversight has finally been rectified with the release of Dragonshard, a game that not only brings D&D into the RTS realm, but does so while still remaining true to D&D’s RPG roots.

    The storyline in Dragonshard is set in D&D’s Eberron world and pits three factions against each other in a battle to possess the Heart of Siberys, a particularly powerful Dragonshard artifact. The first is the Order of the Flame which is the “good” faction made up of an alliance of dwarves, humans, and elves. Next we have the Lizardfolk, a race of lizards created by the power of the Heart of Siberys. Finally there is the Umbragen, a faction made up of dark races from the underworld. Dragonshard departs from the usual RTS model in that there are only two faction-based campaigns, with the Umbragen being the odd race out.


    Read the whole thing at The Gamers Temple.
     
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