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Divinity: Dragon Commander

Danke für die Infos, ein Tag 1 Patch wird hoffentlich auch mit meiner Leitung stemmbar sein. Und ein ganz großes Dankeschön für die Seite mit den Keys, hatte mittlerweile einige Bekannte auf das Spiel heiß gemacht nur damit sie dann keinen Key finden konnten ._.
 
Review: Divinity: Dragon Commander

by Ben Textor on 04 Aug 2013

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Larian Studios has always been known as the “Divinity developer”. The last game in the series, “Divinity II,” released to positive critical scores and as its highly acclaimed expansions released, the series grew a dedicated fan-base. There’s no doubt the safest thing the studio could have possibly done was make another action-RPG in the vein of Divinity 2; but that’s not what they announced. Instead, Larian Studios revealed that the next Divinity game would be a mishmash of genres, providing turn-based strategy, real-time strategy and aerial combat, all while mixing in a fair amount of political simulation. Unfortunately, many who considered themselves fans of the past Divinity games spoke-out against the new direction for the series. Stating that they would be skipping this particular entry, citing the fact that Larian really only had experience in RPG development, and that the Divinty series should not leave the genre that made it so popular. This all makes Dragon Commander an astronomical risk for Larian studios.

Dragon Commander opens up with the story of a troubled empire whose even-more troubled emperor was killed by some of his rowdier offspring who were spawned by his love-affair with a dragon who could take the form of a human woman. That’s quite the mouthful.

Anyways, it is revealed that you are the late emperor’s one and only good-natured descendant, and just happen to have the ability to turn into a dragon. You’re then recruited by a kind wizard who wants to bring peace back to the empire. So, as you may have guessed, the goal of the game is to conquer all of your unsavory siblings’ land and bring peace to the empire.

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While the story may not be particularly interesting, it does mesh remarkably well with Dragon Commander’s several gameplay hooks which can be broken into three phases. The first is what I like to call the “Civilization” phase, because it plays a whole lot like Sid Meier’s Civilization. The second stage is the real-time strategy phase and last but not least is the political phase in which you pass or deny the creation of different laws. Cramming all of these drastically different elements into a single experience is pretty impressive on its own. But even more impressive is that they all work really well, and that there really isn’t much skimping on any of the three fronts.

Like I said, the first phase plays very similarly to Sid Meier’s Civilization, the only real difference being that you’re already at war with everyone, so there’s no need to negotiate for peace.This phase shoots into a view of an entire map of conquerable territories. During this phase units can be moved, structures that give small advantages can be built, new kinds of units (or upgrades for existing units) are researched, and new abilities can be unlocked for your dragon-self. This phase is also used to initiate battles; you can either duke it out with your foes in the RTS phase, or you can leave the brawl in the hands of one of your AI generals for a small fee. The one knock I have against this phase is that some of its rules aren’t clearly presented — even in the game’s tutorial. The most confusing one is how to determine how far units can move. Luckily, it’s not very complicated, but discovering how it works does take a unnecessary amount of digging — especially when the game has a tutorial that should (ideally) teach you this sort of thing.

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The RTS phase can almost be avoided entirely, but it’s so fun that there’s no reason to not play it. It plays like a pretty standard RTS, you start out with your units at one base, and over time you branch out to several other pre-determined base locations. One of the most interesting things about this phase is how much the civilization phase informs the result of your RTS battles. If your enemy has any sort of advantage over you (more units, better upgrades, etc), you will lose almost ninety-percent of the time, and vice-versa. This is sort of a shame, because it doesn’t really feel like there’s much you can do using your strategic skills, besides adding importance to the Civilization phase that might not have existed otherwise. There are ways to give yourself a slight advantage, though. There are cards available over the course of the game that will summon mercenary units to fight for you during battle, and there is, of course, the whole “you can turn into a dragon wearing a jet pack at pretty much any time during the game” thing.

Surprisingly, the dragon combat feels incredible. While in what we’ll call ‘Dragon Mode,” you can command units, and order for the creation of new units, but on top of that, zip very speedily around the map and shoot fireballs at your foes. Dragon Mode in incredibly satisfying, and can even lead to makeshift dog-fights in multiplayer games.

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The third phase is quite probably the most intriguing one: the political stage. During this stage, players are tasked with going to short meetings with five of their advisers that are all members of the game’s different races. One will state an idea for a new law, and the others will either agree that it is a good idea, or present their reason for it being a bad one, but it is up for you to decide. I was pretty shocked by this, but the game presents you with all of today’s most hotly discussed laws and gives you the decision to either pass them, or deny them. For example, there’s one point where one of your advisers explains that there was a recent tragedy where a young wizard went wand-happy, and purposefully slaughtered several of his peers. It is also mentioned that he played lots of “games,” so the adviser states that it might be a good idea to ban violent games and you’re given the choice. Sound familiar? The game is full of these highly-controversial questions, and being the one in charge of passing/denying these laws gave me a real sense of importance. At the same time, however, your answers carry a great deal of weight. Each answer has a consequence. Your answer might make your population go down, make your gold-income go down or make your factories’ production slow.

It’s also worth mentioning that the game looks gorgeous, particularly in the RTS segments. Despite the fact that a bulk of the time in the phase is spent zoomed very far away from your units, by zooming in you’ll discover that they are actually very detailed. In addition to that, the in-game dialog is well acted-out and was seemingly written with great care. There are also a generous handful of clever lines that made me laugh out loud.

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Closing Comments:

It’s a shame that so many people are opposed to the idea of a new-direction for the Divinity series. Even if its main story leaves much to be desired and some of its rules aren’t presented particularly well, Dragon Commander is a whole lot of fun. I urge everyone, even skeptical Divinity fans, to give Dragon Commander a shot — especially if they’re amused by the notion of a dragon wearing a jet pack.

4 of 5

Quelle: http://www.hardcoregamer.com/2013/08/04/review-divinity-dragon-commander/
 
Divinity: Dragon Commander Reviews

Posted by WorstUsernameEver at 1:27 am on 08.5.2013

A few early reviews have been released for Divinity: Dragon Commander, Larian's RTS/TBS/RPG hybrid set in the Divinity universe. It's too early to have an idea of what the consensus on the title will be, but early impressions are certainly positive.

The Controller Online, 8/10.
Divinity: Dragon Commander does a great job of mixing styles to create a fresh new take on the strategy game. Purists may feel it doesn’t go deep enough in any one area, but its different layers come together to make for an ultimately fun and complete game. If you’re looking for a truly different strategy game, be sure to grab Dragon Commander.​
Hardcore Gamer, 4/5.
It’s a shame that so many people are opposed to the idea of a new-direction for the Divinity series. Even if its main story leaves much to be desired and some of its rules aren’t presented particularly well, Dragon Commander is a whole lot of fun. I urge everyone, even skeptical Divinity fans, to give Dragon Commander a shot — especially if they’re amused by the notion of a dragon wearing a jet pack.​
Games.on.net, scoreless.
Dragon Commander is a hearty strategy title that’s both entertaining and challenging. The RPG elements could be a tad better, but ultimately they serve their purpose well by engaging you in the ‘why’ of your bid for world domination, although the single-player doesn’t have much replay value to it. The tactical battles are quick and intense, and they allow you to beat the odds if you’re caught out. The only problem is, you can only fight one battle yourself so choose wisely.​
Entertainment Buddha, 8.5/10.
There is much to love about Dragon Commander. The game manages to combine three different genres in a way that each feels fully realized. Gamers of different tastes will surely learn to put biases aside and enjoy each and every aspect of this unique and entertaining game. Larian Studios has succeeded with Dragon Commander in making a fantasy game that dares to be different. Dragon Commander is sure provide hours upon hours of deep strategy that has a little of something for everyone to love.


Quelle: Divinity: Dragon Commander Reviews
 
Morgen gehts richtig los! :) die ganzen Reviews machen unglaublich viel Lust auf das Spiel und sind ja echt durchweg positiv. Habe auch noch ein Review gefunden, dass 9/10 Punkte gegeben hat.
 
Impressions: Divinity – Dragon Commander (Single Player)

Posted by Dominic Tarason August 5, 2013 at 1:54 pm

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Dragons With Jetpacks! Not the official tagline for Divinity: Dragon Commander, but it should be. It’s a ridiculous juxtaposition, equal parts “why hadn’t anyone thought of that?” and “why would anyone ever think of that!?” and a perfect reflection of the slightly unhinged design philosophy behind the game.

Larian may be a large studio by indie standards, but they barely register as a blip on the radar of most publishers, and Dragon Commander is an almost comically ambitious game. Part action-RTS, part turn-based strategy boardgame and part political-themed fantasy roleplaying game. It’s the kind of concept that’s almost unheard of in modern gaming, a relic unearthed from the Amiga era, but fully modern in its presentation. The big question, much like the concept of Jetpack Dragons, is whether these disparate elements work in harmony or leave a smoking crater in the ground.

It’s hard not to approach a game like Dragon Commander with a mixture of childish glee and dread as almost every proposed feature of the game could be brilliant or terrible, depending on just what angle it’s approached from. Blending action and strategy has been done well before, but if either element is half-baked, then they tend to negatively impact each other. Turn-based strategy is a tricky proposition, too, especially in this context, with the strategy map gameplay needing to be robust enough to support the presence of real-time tactical combat, but not such a focus as to completely override your battlefield decisions or vice versa. Most worrying is the idea of fantasy politics; at best, it could hit on the wry social commentary of the Discworld series, but at worst, it could be heavy-handed contemporary soapboxing wrapped up in fantasy clothing.

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Thankfully, Dragon Commander pulls it off, for the most part. The setting, shared with Larian’s long-running Divinity series of RPGs, falls closer to the Pratchett end of the scale than Tolkien, set in one of the vast and mostly-undocumented gulfs of time in Rivellon’s history. Your father, a powerful technologist emperor, has been murdered by his legitimate (yet slightly insane/evil) children, and things are generally looking a little civil-warry, so it’s up to you, an illegitimate, princely heir to the throne, to take back the empire and reunite the fractured kingdoms.

Unlike your barmy half-siblings, you have three notable advantages going for you: the support of the ancient wizard Maxos, the techno-magical flying flagship Aurora (which Maxos stole for you) and the fact that your mother was a dragon, meaning that your dad had a thing for powerful, scaly women and that you can shapeshift between human and giant fire-breathing reptilian forms at will.
“Every choice is going to please somebody and upset someone else, and the game never judges. Every single option has its own rewards and penalties”
The gameplay alternates between three playmodes, starting with the RPG-lite adventures of the Aurora. You’ll hop from chamber to chamber, talking to your generals, ambassadors and (eventually) your wife for backstory, humor and political gain. You’ll also spend the research points produced by your held territories (more on that later) on new units, upgrades for your existing troops or new spells/powers for your personal dragon form.

The characters themselves are pretty broadly cartoonish stereotypes, but with a dash of nuance each, and over the course of the three-act campaign (the first is a glorified tutorial, admittedly), you’ll learn quite a bit about them, and from the second act onwards, you can stumble upon additional character arcs, assuming favourable conditions with the nations/commanders involved. While seemingly superficial at first, the game does a great job at grounding you in its world, rather than just having you sit above it all, passing judgement on the peons below.

Dragon Commander has caught some flak in the press already for its portrayal of female characters (especially the princesses), and while there is some debate to be had on the subject, I think “portrayal is not necessarily endorsement” is something to keep in mind here. Yes, the princesses have no shortage of cleavage on display, but they’re also sent by their respective nations to try and sway you (the Dragon Prince) into acting further in their favor. Sex and politics have always been bedfellows, so to speak.

It’s also of note that just about every character, male, female, undead or reptile, has their own personal agenda, and everyone has a strong role to play in the story that has knock-on effects on the strategic and tactical gameplay. Another area that has borne controversy is their choice to have the political debates aboard the ship mirror real-world issues, with the various races fitting into broad political party archetypes. Do you please the elves, imps and lizards by allowing gay marriage? Then you’ll upset the socially regressive and capitalist dwarves and the devoutly religious undead. Every choice is going to please somebody and upset someone else, and the game never judges. Every single option has its own rewards and penalties, some of which (like forcing conscription into your armies) stay in effect the entire game.

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The second core part of the game is the strategic map. Closer to Risk than Total War, it plays out very much like a strategy board-game and would probably work pretty well purely by itself. Starting with a single territory and a scant few units (each piece on the board represents a squad in tactical combat), you expand into new territories and fight enemy forces for their land, with the aim of capturing the enemy capital and holding it until that enemy leader is defeated. This is also where the initially-superficial political and roleplaying elements are most strongly felt as your approval ratings with each race are represented as a support multiplier in territories you hold.
Each region on the map is ruled by one of the five races (Undead, Elves, Lizards, Imps or Dwarves), and if you’ve gone to great lengths to please a race, you’ll find yourself making more money per turn and being able to recruit more troops from their land. Conversely, if you anger them, you’ll be looking at nearly-useless territories that are more hassle than it’s worth to even claim.

When two armies clash, gameplay moves to the RTS segment, arguably the most important and fleshed out element of the game, where the two armies fight over resource and building points. While you start out with a force based upon whatever pieces you moved on the strategic map, unless you’ve got an overwhelming numerical advantage, you’ll want to capture the various control points around each battle map. By capturing recruitment points, you earn the single resource of the game (recruits), and by capturing building points, you can construct factories that’ll let you spend these points on new temporary (they don’t carry back to the strategic map) units.

After 90 seconds or so have passed, you can also summon yourself, the dragon, onto the battlefield at roughly the cost of a medium combat unit. Once on the battlefield, the HUD and controls change somewhat. Playing a bit like an action-RPG in this mode, you effectively act as a highly mobile spellcasting ‘hero’ unit, capable of spearheading an attack, although still fragile enough to be crushed instantly if you fly into an overwhelmingly dense wall of anti-air fire. If you unsummon yourself, you can jump back onto the battlefield wherever and whenever you want, but if you die, you have to pay the full summoning cost again.
“…it takes a good long while to conquer a full campaign map with three enemies, but it’s not quite as fully featured and narrative-driven as I might have hoped”
The RTS gameplay is much faster than you might expect, with battles often ending within seconds if one player has a significant starting advantage from the strategic map. If not, then it’s a frantic back-and-forth almost reminiscent of Galcon, Eufloria and other such RTS-lite games as you capture points, reinforce and try to punish failed enemy attacks. To help avoid things getting stuck in a perpetual stalemate, there’s a global limit to the number of recruits that can be drafted during a single battle, so extended fights will eventually come down to small bands of survivors trying to capture points and avoid turrets, and also making your personal dragon-form an essential stalemate-breaker, especially if you’ve researched a good range of personal skills and power-ups.

While you’re in dragon form, you can’t micro-manage your troops quite as effectively, but with some hotkey work, you can still boss them around while providing covering fire from above. Sometimes, though, it’s easiest to just command from above, especially if you want to use and target the special abilities of upgraded units.

One other area where the strategic map bleeds into the RTS gameplay is in a deck of cards you draw from at various points. Some may be played on the strategic layer to (for example) double gold gained from one country for one turn, but others are tactical advantages, like deploying an extra squad of mercenary hovertanks in the next fight. As such, every decision from the RPG layer down has effects that trickle down and affect the tactical gameplay, and vice-versa, without overwhelming each other. It’s an interesting and exciting balancing act, and for the most part, they pull it off.

One element that is interesting in gameplay terms, but not quite as fleshed out as it might be, are the Generals. While they’ve got a decent bit to say on board your flagship, their in-game effect is stand-ins for the default auto-battle system. This might seem strange, but you can only fight one RTS battle a turn (you can’t be in two countries at once, after all), so assigning generals to cover for you is useful, but they do seem to be both the least-developed characters in terms of dialogue and in terms of visible gameplay effects.

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One area that’s acceptable, but not amazing, is the campaign structure itself. The story mode is set across three campaign maps, although the first is effectively a short tutorial, meaning that 90% of the gameplay happens in the second and third acts. It’s longer than it sounds, taking a good long while to conquer a full campaign map with three enemies, but it’s not quite as fully featured and narrative-driven as I might have hoped, and there’s nothing quite as dramatic going on as the world-altering chaos of Divinity 2′s later acts. While there are a couple of plot twists along the way, they never really feel fully reflected in how the campaign plays out.

There is, however, a Custom Campaign single-player mode that effectively skips the first act and drops you into the second, wife assigned already, into a customized world, using a map of your choice, and with some tweakable rules. That, plus a good range of difficulty settings (Hard takes off all the AI limitations, letting them abuse unit special powers as badly as you can), does give you a solid amount to chew on once you’re done with the main plot.

As gorgeous as Dragon Commander looks, it’s still a fairly low-budget game, but Larian have managed to hide this exceptionally well. The scattered few cutscenes are simple animatics with a single narrator, and the Aurora is just a handful of static environments with various little background animations to make things feel a little more lively. Your generals, advisors and other notable figures are all seen just standing in place, waiting for your click, and they’ve saved money on animating the many talking-head dialogues through effective (if occasionally wobbly) use of facial motion-capture. Likewise, they’ve cut some corners in the real-time combat sections, with all factions sharing the same dozen or so unit types, just with different colour pallettes, and there aren’t a huge number of battle maps, either. You’ll probably not notice any of this unless you go actively looking, though; this small, independent Belgian studio have managed to imitate AAA production values at a fraction of the cost, and that’s impressive.
“…this complex interlocking web of systems really should be experienced if you’re a strategy or RPG fan.”
These impressions are technically incomplete. We’re just taking a look at the single-player component of the game right now as it’s almost impossible to judge the multiplayer value of a new strategy game until at least a few days (or even weeks) after launch. While Larian were kind enough to invite us to some pre-release multiplayer testing events, we’ve opted out in favour of testing the game out under live-fire conditions, so to speak.

As it stands, the single-player has already provided enough entertainment for me to give this a wholehearted recommendation, and while the campaign itself is a little more limited than I would have liked, the custom campaign mode and difficulty options give it a solid degree of replay value. One area where the game absolutely does stand out aesthetically is the music. Normally, you’d expect a standard fantasy RPG score for something with so many elves and dragons, but composer Kirill Pokrovsky has provided us with something almost as unique as the game itself. While there are traditional fantasy elements here, there’s a strong electronic vibe running through it all (reflecting the magical steampunk technology fairly well), and even some brief lapses into outright synth-rock during combat reminiscent of Command & Conquer’s finest themes.

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There’s no doubt that there’s room for growth and improvement here, and perhaps even an expansion pack or two, but Dragon Commander pulls off the seemingly impossible anyway. While the gameplay in the final product is a little more pedestrian and down-to-earth than the high-flying concepts put forward in the earliest preview trailers, all the core elements are enjoyable by themselves, but are interwoven well enough as to result in a truly coherent whole.

Political decisions may eventually boil down to numerical perks or disadvantages on the battlefield, but it does mean that following your heart might not always be the fastest or most effective way to victory, making it far more interesting and effective than almost any binary morality system in an RPG, and a pyrrhic victory on the battlefield can often mark the start of a slow, painful defeat on the strategic map. While none of the three core pillars of Dragon Commander’s gameplay would be particularly great taken by themselves, this complex interlocking web of systems really should be experienced if you’re a strategy or RPG fan.

Divinity: Dragon Commander is out tomorrow (Tuesday, August 6th) on Windows PCs via Steam for $40 or your regional equivalent, with a 10% discount for owners of Divinity 2. We’ll be giving the multiplayer side of the game a proper poke once the launch-day dust has settled and the matchmaking seems to be functioning. Still, the game is easily recommendable, even taken as a purely solo experience.

Quelle: Impressions: Divinity - Dragon Commander (Single Player) - Indie Statik
 
Divinity: Dragon Commander review

By Michael Cromwell | Tuesday,6th August 2013

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Market analysts scratch their heads as they contemplate the synergy between RTS, RPG, and hands on third person Dragon combat. Like the revolutionaries behind the pb’n'j sandwich, thrust into the palms of consumers without proper direction, their first reactions are those of confusion, and if you’re British, horror. None can deny how well these things go together, and you know, the old saying goes ‘if it works, it ain’t stupid.’ It does work, but you need to know what you’re getting into. Sometimes reviews seem useless, but Larian have delivered something so esoteric that a bit of prep will do you no harm.

At its core, Dragon Commander is an RTS; it has 14 varied and balanced units, strategic emplacements, vast and expansive maps which differ in geometry based on the world map, Rivellon, and a series of Dragon and unit upgrades, with buildings on the campaign map to supplement combat. All the requisite features of an RTS are there, but another 50% of the game is something completely different.

On the peripheries of its core, Dragon Commander is an RPG. It’s a little fanciful, and much of it is dialogue based – so don’t expect to go walking around your command ship like Commander Shepard – but every line of dialogue has the potential to affect outcomes on the battlefield. Put simply: the RTS and RPG components of Dragon Commander aren’t separate, they’re completely intertwined. You are a commander further than merely dishing out orders, and actually, that’s something we’ve not really seen in a major RTS before, if any.

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Characters are written with detailed and eloquent dialogue throughout the game’s campaign.

Your natural assumption might be to think that Larian skimped on the mechanics of either or, because creating a decent RTS and a decent RPG is rare enough these days. A veteran studio of RPG’s, Larian know what they’re doing in that department, but what about the RTS side of things? The campaign, featuring past games’ Maxos, has you, a lowly Dragon Commander trying to earn the respect of his peers, a colourful selection of characters from five potential races, including The Undead, Elves, Dwarves, Imps and Lizards. Each of these races are represented by a council member, and each council member is in charge of the people and laws of their faction.

What does this have to do with RTS, you might be asking. Well, each of the races inhabit a country on the world map of Rivellon, and the decisions you make affect your popularity with each faction. If you upset the Undead, then you’ll be hard pressed to call in reinforcements in an area inhabited by the Undead. Because of this, decisions you make directly affect the potential gains and losses of the Risk style campaign map.

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Things start off difficult, and then get harder.

Split across a series of Acts, Dragon Commander‘s campaign places your relatively weaker force on a single tile, against armies which start with much greater resources. I found that if you made a single mistake at the start of every Act, you’ll be dealing with a round of restarts. The trick to success is fairly simple, but because it’s so intimidating it’s hard to take the risk. Expand. Creating units on the campaign map depends on the amount of recruits you’re able to employ on that tile per turn, and the amount of gold in your depository, which increases based on an amount per tile. Referring to the previous RPG feature, if you annoy a faction upon which you’ve built a War Factory, then expect fewer recruits per turn.

Moving your units to a neighboring tile will gain control of it for yourself, and you’ll gain any neutral units or buildings on it. Units can typically move one tile per turn, and the campaign is laid out so that vast distances may be strategically challenging to traverse. Once you’ve captured a tile, you can build one of the games strategic buildings on it, some offering useful strategic cards, and others offering sabotage cards, or increased gold production.

Strategic cards can be played on the campaign map to either sabotage the opponent or offer economic boosts, but their most useful implementation is in battles themselves. Cross an enemy tile, and you’ll find yourself in an all out war. The battle system is similar to Total War in preparation, using only the units you have on that tile at a given time. The difference is you can either auto-resolve it with one of your character-based generals (once per turn), or you can fight it yourself with the aide of your Dragon superpowers.

Before the battle starts, you’ve a chance to stack up some strategic cards, which can offer boosts and perks varying from extra Dragon abilities for one mission, or debuffs on specific enemy units. Your force too weak to win? You can use a mercenary card to grant access to a mercenary force. You can stack cards, too, meaning that if you jumped on a tile with only a single unit, you could in theory stack up mercenary cards and gain a complete army out of nowhere. However, when a card is used, it’s gone for good until you unlock it again.

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Things go from hard to ‘oh my god what’?

It took me around 8 hours to complete the initial phase of the game, Act 1, but at that stage the game didn’t have a tutorial. It does now, and following on from my knowledge gained the first time around, I managed to take over the smaller cluster of islands in only an hour. That said, my knowledge on Dragon Commander didn’t go too far, because Act II presents you with a greater sense of fear. Fighting on more than one front, with an enemy directly behind you, is incredibly difficult, and I’m not afraid to say that Dragon Commander is a hard game. It’s not a casual game, and you won’t find yourself breezing along even on the easiest difficulty setting.

It’s easy to be overwhelmed if you play less aggressively, so don’t be put off by the overwhelming sense of intimidation. After-all, you are a Dragon!

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Jet-pack donging and fire-breathing bombardment.

You are out-numbered most of the time, but that’s okay, because Dragon Commander is balanced with the idea that you can take hands-on control of a Dragon in mind. I found that you’re safe if your forces have an estimated 30-40% chance of survival if you play well with the Dragon, which might sound like it’s an unfair advantage, but you’re out-numbered on multiple fronts. It’s sort of the whole point of the game. While you entertain classic RTS mechanics, after the 30 second battle mark, you’ve the ability to press ‘R’ and jump right into direct control of a powerful Dragon, with its own set of unlockable and upgradable skills.

At the start, you pick from one of three different types. It’s not set in stone, but they appear to be a tank, buffer, and all-rounder.

Depending on your customizable Dragon skill layout, you can equip yourself to buff, debuff, or outright damage the enemy. Things have slightly changed from the beta, however, because now it seems your Dragon can be easily overwhelmed by huge clusters of enemies. Because of this, kiting and splitting up your units is a good idea. Blobbing units in the middle to take the enemy force head on is, subsequently, a bad idea, because you’ve lost your ability to micromanage unit and Dragon abilities, and you’ll be overwhelmed. That’s a problem I consider fixed compared to the closed beta.

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Capture the base for Victory.

Winning is a matter of overwhelming the enemy, capturing the most resources, and destroying their base. Each side has a limited number of recruitment’s, which varies on a number of things, such as if you’re attacking or defending, so you’ve to be careful how you approach the battle, even if you’re using your Dragon. Dragon Commander‘s RTS element is enthralling fun, and the matches are designed to be intense, but short, given the amount of them. There are a lot of moments where you’ll find yourself defending a tough spot you just captured, and you might have to fight the same fight a few times. You can auto-resolve, but if matches were any longer, I could see myself progressing very slowly. These short, intense bursts are just what Dragon Commander needs.

Because of this, multiplayer skirmishes differentiate themselves from the crowd too. In visuals and design they seem similar to something like Supreme Commander, but unlike in the campaign, both competitors have a Dragon they can call out, making multiplayer matches slightly longer than campaign matches, also offering a new level of skill: your ability to control Dragon abilities, aiming his fire bolts.

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I married a stoned Elf, and I don’t regret it.

Coming back to the RPG components, Dragon Commander goes the whole hog. There are a lot of characters in this game, and those who are with you from the start learn to either like or dislike you based on your behavior and the decisions you make. The council members are separate to your generals, who are there to be spoken to periodically. They opinions on everything; what your wife does, who she is, or where she’s from will be relieved in different ways to your compadre’s, and whether you win or lose will be noticed by some of the… less eloquent generals.

There’s a xenophobic lizard, a feminist, a sexy, out-spoken mechanic, and a rough and ready brute, and they’re all with you on your journey. After every victory or loss, you can return to your ship to explore and chat to everyone on board. Each victory or loss might bring something new, such as the opportunity to marry a stoned Elf – a proposition I couldn’t turn away from – or a political decision.

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The political depth is highly surprising.

It’s already known by most at this point, but Dragon Commander features something of an in depth political system. We mentioned before that your decisions affected the campaign map, and this is where most of your important decisions are made. Each of the council members will proposition you with different political ideas, which are taken directly from satirized versions of real world ideologies. There are themes of homosexuality, unionising, substance abuse, taxation exemption, and other political discussions taken from real world newspapers.

Each character will discuss his view in the name of his race, and you’ll have to hear everyone out before making your decision, a simple yes or no. The dialogue is eloquent, lengthy, and really very well considered. These are real discussions, based on real political ideologies, and they could seriously have been taken out of the morning newspaper. They’re not without a sense of humour, such as the religious extremist Undead, and the weed loving Elf.

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You’ll find out who likes and dislikes you in the morning paper, just like real politics!

Disrupt the agenda of a faction too many times, and you’ll find yourself in a tight spot with the Councillor, as shown in the newspapers after every turn. They also feature funny facts and gossip about yourself, the Dragon Commander, so they’re well worth glancing at between battles.

Dragon Commander is a long, in depth game that takes a lot of time to criticize, analyse, and explain. There are three major elements at play here, and they necessarily intertwine completely. You can’t really ignore the RPG components if you’re an RTS player who really hates RPG’s, but you can go straight to multiplayer and enjoy the game there, or run a custom campaign which gives you the campaign map without any of the story. Really, the sweet spot is in the dynamic of victories split by careful contemplation on the ship. You fight, and you talk. There’s a lot of fighting to do, and there’s a lot of talking to do. That’s genuinely unique, and everything orchestrated on the battle map feels felt on the ship, and vice versa.

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Should the church really be tax exempt?

Dragon Commander has a silly concept on paper, but it has been very, very carefully considered. It’s a hardcore RTS with high-brow RPG elements. It has a sense of humor, and it’s clearly been created for gamers who have one too. If you’re cynical about Dragons, Dwarves, Elves and magic, then you might not be won over by the dialogue and charm, but it’s still worth looking at for the multiplayer RTS, which dodges RPG completely. If you are an RPG player that likes to dabble in RTS games, then definitely take a look. It has an element of pick up and play, but the campaign is long and difficult, with as little as one or two mistakes setting you back to a point of potentially restarting that Act.

I cannot deny, however, that whilst Dragon Commander can be laughed at for its ‘Dragons with jetpacks’ marketing theme it adopted through no fault of its own, it has to be lauded for completely surpassing the expectations of those who heard about it in its early stages. Each of the three major components fit neatly together, and they’re all fantastic in their own right. It works. It really, really works – and because it works, it’s possibly the most unique title I’ve played in a long while that hasn’t skimped on polish, visuals, or quality. It has everything, and it’s done everything well.

If you like Dragon Commander, you’ll spend many sleepless nights playing it through to the end. If you love it, however, you’ll find yourself hard-pressed to ever replace it, I feel.


  • We Liked

    A large amount of well voiced, well acted and well written dialogue. Political decisions directly affect your battle situation. Units are very balanced, themed well. Dragon skills are varied and offer a new layer of strategy. Politics sometimes hilarious, always insightful.

  • We Disliked

    The campaign can be too unforgiving at the early stages, and you're done for without knowing it for up to 20 turns. It takes a while to spot some of the trickier unit abilities which can completely turn a battle round.

  • 93 out of 100 (Excellent)


Quelle: Divinity: Dragon Commander review | PCGMedia - PC Gamers Media, News, Reviews & TrailersPCGMedia – PC Gamers Media, News, Reviews & Trailers
 
man, die wertungen sehen ja super aus :)
hat sich das warten also wirklich gelohnt ^^

und zur feier des tages, hier noch der launch trailer :-D
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So, das Testvideo von AngryJoe ist nun auch da. Wie immer sehr sehenswert und mit fairem Urteil! :)

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So, das Testvideo von AngryJoe ist nun auch da. Wie immer sehr sehenswert und mit fairem Urteil! :)

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Ich sehe, das wir diesselbe Sprache sprechen, Mylord. :B
 
So, nachdem ich mittlerweile die Kampagne durchspielen konnte und ein paar Multiplayer Partien gespielt habe muss ich sagen, das Spiel ist echt alles was ich mir erwartet/erhofft hatte und mehr.

Was mein persönliches Highlight ist, sind die einzelnen Charaktere auf dem Schiff. Die Interaktionen sind einfach unglaublich klasse, die Entscheidungen die man trifft und den Einfluss den sie auf die folgenden Gespräche und Entwicklung der Charaktere haben, hat mich echt umgehauen. Von dem was man vorher in Videos gesehen hatte sah es ja schon interessant aus, aber das hatte ich echt nicht erwartet. (werde nicht weiter ins Detail gehen, will ja nichts verraten :P)

Die Story ist fesselnd, die Schlachten fordern taktische Tiefe und haben einen von mir als angenehm empfundenen Schwierigkeitsgrad und insbesondere die Verwandlung in einen Drachen sorgt für mich für einen angenehmen Genremix und fühlt sich frisch an.

Alles in allem ist Dragon Commander für mich mehr als die Summe der einzelnen Teile, die vielen Genre-untypischen Features machen es für mich zu einem der besten Strategiespiele der letzten Jahre, zumal mich ein Kampagnen Modus lange nicht mehr so gefesselt hat.
 
Zuletzt bearbeitet:
ich spiele es grad auch nochmal durch, um die andere entscheidungen auszuprobieren.
bin immer noch sehr begeistert. der metascore ist auch recht überzeugend. 75/100 ;)
ich kann es wirklich empfehlen!!!=)=)=)
 
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