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The game is an open sandbox that allows players to create or choose their own race before deciding how they will expand to dominate the galaxy. The game is part of the wider Endless series, with some elements of the game similar to that of the other games. As well as war, diplomacy, and trade, players can also explore the ruins and artifacts of ancient civilizations, exploiting them for research bonuses.
Divinity: Original Sin is a series of cooperative single and multiplayer adventures following the path of two Source Hunters, slayers of dangerous magic users. Players can choose from pre-made characters or use their own custom creation.
The games take place in the fantasy world of Rivellon, setting for the wider Divinity universe. Players can use the skill crafting system to mix and change skills.
The game also offers competitive multiplayer with players split into teams to fight on an arena map. Darkest Dungeon is a turn-based roguelike RPG. The game is set in a gothic universe and focuses on the psychological stresses of adventuring. The player leads a party of imperfect heroes who must not only battle monsters but also disease, famine, stress, and the unrelenting dark. It features detailed hand-drawn art and over 16 unique character classes to choose from.
Endless Legend is another entry in the popular Endless series, set in a fantasy world on the brink of destruction. Players take charge of one of 11 factions in this immersive 4x strategy game. The map is cloaked in the fog of war, concealing rival powers, resources, minor factions, and other surprises. As is common with 4x games, players can achieve victory through many different means such as such as economic, supremacy, or diplomatic.
The game also features some elements of an RPG with the story advancing through the completion of quests. The closing act of the trilogy, Galactic Civilisations III continues the epic story that follows the return of the genocidal Dread Lords in the previous game.
It takes up the story some ten years later in a universe where Earth has been subjugated and the Drengin Empire with the Yor reign as the supreme power. The campaign follows the struggles of the Terran First Fleet to liberate Earth and take the offense against the Drengin and Yor.
Sandbox offers a freeform experience where players can enjoy this latest installment in a classic 4x series. The player is the leader of a group of refugees in a dying fantasy world inspired by that of Norse mythology.
Gameplay is split between the story mode where players engage in dialogue, manage their units, and lead their caravan to safety.
Combat is turn-based and tactical with the player controlling a small party of heroes against the enemy. A spiritual sequel to Civilization, Alpha Centauri takes place on a distant planet in the titular system. Players take charge of one of seven ideologically different factions as they compete to colonize and control the planet. Gameplay is similar to Civilization with research, diplomacy, military, and economic roads to victory available. Science fiction elements include terraforming, advanced technologies, and of course the ever-present threat of the alien planet.
Alpha Centauri remains a popular game despite its age. Its unique setting and brave step into the unknown ensures that it continues to be regarded as a gaming classic.
Armello is a board game RPG that is set in a fantasy world populated by anthropomorphic animals. Designed for up to four players, it has the players take the role of a hero, each of whom represents their respective clan. Players complete quests, explore dungeons, capture settlements, and battle rival heroes. The ultimate goal is to storm the castle and become the new ruler of the kingdom. Players can also earn currency and use it to purchase upgrades and abilities. It offers both single and multiplayer options with players able to work cooperatively.
The kingdom of Fahrul is in chaos and it is up to the player and their party to put things right. Players must brave the elements, fight monsters, sail the seas, and explore the dark underworld.
Only they can put a stop to the Chaos. Fight in tactical turn-based battles, using a combination of special abilities and attacks to defeat your opponents. This struggle is not for yourself or your home, but for the king! Age of Wonders is a popular series of turn-based strategy games set in a fantasy universe with strong RPG elements.
Players choose from a selection of fantasy races and create their own hero to lead them. Some, like the wildly popular Magic: The Gathering, started out as physical games before digital spin-offs cropped up, while others, like Hearthstone, were developed as videogames from the ground up. While the settings, rules and mechanics often differ a great deal between them, these strategy-adjacent games task players with creating decks of armies, heroes, buildings, spells or just broad concepts.
These new strategy games were posing interesting questions about what ingredients the genre really needed to succeed, and what could be thrown away or reconsidered. Majesty: The Fantasy Kingdom Sim, for instance, asked if we really needed direct control at all.
Instead of commanding units, players had to tempt heroes to set up shop in their town by providing the appropriate facilities, and then encourage them to go and solve nearby problems by creating quests and rewards. Essentially, you were a Dungeon Master, sending heroes out on adventures to explore a new part of the world or murder some pesky monsters. Established franchises were getting smaller, but still notable, shake-ups. Age of Mythology applied the Age of Empires formula to ancient myths and legends, throwing monsters, magic, gods and heroes into the mix.
In , Blizzard returned to Azeroth with a story of unlikely ententes, demonic armies and superpowered heroes. Warcraft III: Reign of Chaos was a fantasy epic not just driven by armies and resource-gathering, but by sympathetic, multifaceted characters whose stories continue to develop today. The plot actually started out as an adventure game, Warcraft Adventures: Lord of the Clans. It was ultimately shelved, but the story of Thrall got a second life in Reign of Chaos. The importance of these heroes went beyond the narrative.
A lot of the RPG elements ended up on the cutting room floor, but the role of heroes persevered. Heroes were powerful units who grew as they gained experience, developing handy new abilities. They could equip magical gear, too, and even do a spot of shopping to give them an edge. Sure, they were surrounded by small armies and fighting in a worldshaking war, but these were adventuring RPG heroes.
TV shows featuring videogames are usually rubbish, but not Time Commanders. The BBC show gave teams of four a historical army to lead and an enemy to fight, with captains barking out orders and the rest of the team relaying them to staff from the show.
There were planning sessions, teams poring over maps and tons of heated discussions, but the thing that brought the battles to life was our pal Rome: Total War. Only two series were produced, but it was briefly resurrected in It was still undoubtedly an RTS, but amid all the base-building and troop management were nods to RPG design, such as quests and NPC enemies that were hostile to every faction.
Frozen Throne marked the end of Warcraft, at least as a strategy franchise. Its strategy legacy is just as important, however, with Warcraft III at least being partly responsible for the birth of multiplayer online battle arenas, or MOBAs.
Defense of the Ancients was a Warcraft III mod that gave players direct control of their hero, and nothing else. Armies and bases were still integral, but there was no construction, nor could these armies be commanded; instead they automatically marched down lanes, attacking enemy towers or any other units they came across, until they reached the opposing base.
Though it would take several years for the popularity of Defense of the Ancients to inspire commercial imitators and spiritual successors, plenty of variants were developed by other Warcraft III modders.
DotA: Allstars attempted to capture the best of this burgeoning genre of mods, throwing an assortment of heroes from across multiple variants into one map. Those lofty ambitions were never quite matched by Age of Empires, but Rise of Nations got a lot closer. Reynolds threw lots of concepts more common in turn-based games into the mix, including territory, attrition and overseeing multiple settlements, but it was all manageable, even with the real-time pace. It looked poised to usher in an exciting new era of RTS games, but despite being brilliant, it never did.
Feak developed a lot of new features, heroes and items, but perhaps the most important thing to come out of Allstars was its competitive community. Tournaments had started kicking off, the forum was a constant hive of activity, and the mod was always being tweaked and balanced by a growing team and a community quick to give feedback. Total War marched onto the strategy battlefield in , mixing grand strategy and gargantuan real-time tactical battles with authentic historical settings.
Shogun: Total War got the ball rolling, though it was almost a very different game from the one that gave birth to the series. Creative Assembly had been developing EA Sports titles when it got an opportunity to work on a new title for the publisher; the catch was that it had to be an easy win. Shogun quickly grew beyond expectations.
Once the team had settled on the Sengoku era and an approach to combat that was both historical and tactical, a military historian was brought in to make sure everything felt right. The campaign layer was a later addition. The real-time scraps needed something to glue them together, but instead of building a linear campaign that led players from one battle to the next, Creative Assembly crafted a map of Japan full of provinces, fortresses and warring factions.
All the big strategic decisions took place on this turnbased map, from diplomacy to troop movement. With those two layers combined, Total War had its formula. Medieval: Total War followed in , expanding the army size to a whopping 10, troops and setting the wars amid a massive map of Europe and the Middle East.
Medieval also introduced sieges, though with mixed success. Rome: Total War is where the series started to get dense, with its civil wars and Senate missions and family trees.
It was no longer a Risk-inspired board that linked fights together, but a complicated 3D map that was supported by enhanced trade and management features. Though the tactical brawling remained the star, it was the first campaign that seemed like it could exist as a standalone game. There was a good reason why the battles were always in the limelight, of course. They looked incredible. The new 3D models made armies seem like real, tangible things, and when these armies clashed it looked like no other game.
It was almost possible to feel the impact of these charges, especially when they involved thundering war elephants and many, many unfortunate soldiers being flung into the air. Though all these hybrids were appearing, Relic was able to prove that there was still room for a more single-minded RTS.
Following a second space outing with Homeworld 2, the studio set about bringing the grimdark universe of the 41st millennium to life. The name should have been a dead giveaway. Dawn of War used resources more to push players into conflict. Requisition points were required to plonk down buildings and recruit squads, but instead of being gathered, these were generated by capturing and holding strategic points.
The small number of strategic points ensured there was an endless supply of lively battles. Instead of hunkering down and protecting your base, you had to strike out, ordering your squads to travel all over the map, not just to find strategic locations, but to reinforce them, protecting them from enemy assaults. A morale and cover system made its way over from the tabletop game, as well. The things that had set Dawn of War apart, Relic ran with.
And it ran far. Morale and cover were refined to the point where playing an RTS without these systems suddenly seemed bonkers. But with the right commander, they could do wonderful things. Or the tank could just smash the wall and kill all your lads. Luckily, cover was always clearly marked, not just showing you where your units could seek protection, but exactly how protected they would be. There was also an unusual delineation between troops and weapons. A weak squad of riflemen, for instance, could capture an anti-tank gun, letting them lock down a road all on their own.
Infantry could pick up abandoned weapons and commandeer them from enemies, making them extremely versatile. There were even supply lines, though they were heavily abstracted. Like Dawn of War, players fought over capture points, but each point was connected to the rest, simulating a supply line.
There was real drama behind the battles. The ruined countryside and villages of Normandy were unlike any other battlefields. Each map was elaborate, dynamic and, of course, incredibly dangerous, full of places for snipers and mortar teams to hide. It was emotionally resonant, too.
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