Even your hero party can be put together by yourself and the player factions need to be unlocked before they can support you. "Also, there are often multiple ways to solve things. "There are multiple choice dialogues that change aspects of the story," Grimlore explained. We expect these kinds of things can be avoided by the choices the players can make in the game. It was no longer about brute force and talking, but was now about a grandiose clash of armies. Moreover, the more sectors you control the bigger armies you can recruit."Īgain, we only set up very small outposts during our time with the game, but when we did so, and started our journey with the refugees through this land we had just dominated, a rival army challenged our outposts and captured some for themselves, leading to a sticky situation where the individual battles we were facing took a backseat and the game started to feel more like a strategy game like Total War. Resources need to be local so you will always need a transportation connection to your other sectors to get supplies that you need to build structures. When you conquer a sector you start off with a basic outpost that only gives you three workers. Instead of a free expanding system that lets you build anywhere, we designed a sector system where you first have to conquer a sector with your heroes before being able to use its resources and build buildings there. In order to harvest more resources you will need to expand. Explaining the concept of outposts a little bit more, Grimlore said: "Every sector has just a limited set of resources. The RTS elements came into play when we started talking to the armies that showed up, and discovering outposts as we walked around the map, setting them up at regular intervals to 'dominate' the land. On the RPG side we created a special skill tree that full focuses on supporting your economy or armies with abilities from your heroes." That's why we came up with the in-direct worker mechanic feature that takes away the time that is normally spent on micromanaging workers, to allow more time for the exploration side of the RPG gameplay. We also wanted to offer systems with more depth than in the previous SpellForce titles. Grimlore Games themselves explained this to us, saying: "Our philosophy from the start was that both elements shouldn't be on their own, but rather should support each other in a natural way. While at a THQ Nordic event in London recently, Gamereactor got to try Grimlore Games' Spellforce 3, and during our time with the game, in which we were plunged into a section partway through the story, we noticed a number of things, most clear of which was that this wasn't just an isometric RPG as we know them to be.Ī big part of this is how the game blends both RPG and RTS elements.
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