22 years of Disciples is a dark fantasy turn-based strategy series with scripts and visuals, especially with its second game. The second Game of Strategy First in this series was so good that fans couldn’t accept that the three of them were trying to become Heroes of Might and Magic; They even accepted insults. When the third game was taken out with some changes and a new name, it was too late, the goal had been conceded once; There wouldn’t be another Disciples 2. If this series was to go on, Kalypso (Tropico, Commandos, Port Royale, Dungeons) shouldn’t have set up in the wrong place. Let’s see what Frima Studio, the Canadian producer of Resident Evil: Revelations 2 (port) and Oddworld: Soulstorm, did with the new Disciples.
Empire, Legion hand in hand; All together in the stands!
Disciples: Liberation revolves around new hero Avyanna in an ancient universe. You don’t have to play one of the old games to catch the story. Avyanna is neutral, but a mercenary who can lean on good or bad with our decisions during the game and the dialogues we choose. At the beginning of the game, during an assassination attempt, he finds himself uninvented in our castle, Yllian. Subsequently, the factions in the game take over the disputes between Empire (human), Legions of the Damned (evil), Undead Hordes (ghoulish) and Elven Alliance (as if elf).
In the first two games, units were separated from homms by expressing them with their HP instead of the crowded armies expressed in numbers, and because they were fixed on the battle screen. In the new game, it’s time for the main map. No, I wasn’t writing it wrong, there’s really no line. We’re walking around on the script map. We’re taking over the mines and strategic points. If we shoot aggro(!), challenge (or provoke) on one of the dialogue screens, or bodoz somewhere, we come to the strategic battle screen of hexagons. This place is sequential based on initiative. When I was playing, I felt like I was playing a Divinity whose battles were like HoMM. During missions, we take the units with us in the buildings we built for Yllian. We’re beaming here on the main map, new units are being automatically added to our team. So every time a building is built, there’s no going to the castle. There’s no continuous unit-go-to-ball event like homm in Disciples anyway. Build your buildings, take one of empire, take one of the Legion, level up your master master level. Well, how’s that? To be able to produce two units of separate factions in the same castle? Yes, that too. As a result of the decisions and dialogues during the script (directed by some of the story), different factional buildings can be established in the same castle. If we want to build another building instead of one building, we can beam it up with Phase Out and bring it back with upgrades if we want to. It is also possible to make a different character by resetting avyanna, which we have leveled up, for a certain fee. The main characters carry crystals and items that will buff themselves. It is possible to strengthen the crystals by combining them in the castle. In general, flexibility is extreme. That flexibility could be what screwed up the game. How they will handle it in multi modes is a question of curiosity.
As the strategy sails to RYO…
In beta, I traveled between 4 maps with different challenges. I’d say the journey between the maps gave me an open-world experience. There are many dungeons, large and small, on the maps. I said dialogue and choices upstairs. RYO factors in the game are higher than before. You can be compassionate, intimidating or a liar. The dialogue’s not bad. (It was only a brief matchmaking conversation between a former nun and a demonic evening dresser.) The producer claims in interviews that the choices will dramatically change the course of the game. The game will have a total of 80 hours of script time, 56 units, 80 spells, 13 zones and 28 dungeons. I had a lot of fun in 15+ hours, but I got bored in some battles that fell over again. Of course, maps I haven’t seen yet will affect my thoughts.
We can get a total of 10 units on the battlefield, two of them script burners. We’re adding a few of the units to the backline so that AI can take over in battle. They don’t attack them, they attack them when it’s their turn. I was excited to see if it was coming to a game that would take time to learn. Because the buffs of the units or Avyanna can significantly change the course of the war; Too much self-confidence is exploding in our hands. Unlike HoMM’s, you don’t have to download everyone during battle in this game. On the hexagonal battle map, they can have the main rival commanders. In that case, you just have to swoop in on him. We can easily lose Avyanna when we have the ambition to clean up everyone next to her. As of the third map, we specialize Avyanna in a specific tree of profession and magic. Witchcraft seems powerful, but if it is caught between battles without renewing life or meaning, it regrets it. There was no point in using some capabilities and units in the beta, it will probably be balanced.
Should the running system be replaced?
That’s a good question. One of the reasons the third game sank wasn’t just the weaknesses of the game. Players were expecting a modern Disciples 2. They still do, but this game isn’t a Disciples 2 again. Not even Disciples, except for the names in Lore. Therefore, it has attracted clouds of black reaction distilled with prejudice before the game has even taken place. As a Disciples fan, I will try not to see the comments of the prejudiced fanatic Disciples 2 (including my good friends). Because even if he had his shortcomings, I had fun in his beta and had a good time. No, we call the game Dentists: Libero among ourselves. The game, which will be released at the end of October, will come to pc as well as up-to-date consoles. Let’s see him come.
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