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This Persistent Life #11
- July 27, 2007 10:34 AM PST
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Combat is similarly slow-paced, at least at this point. In terms of looks, the game resembles the recent Warhammer: Mark of Chaos, except that units of soldiers are represented by a single model. Combat resolutions aren't particularly swift; at least at the low levels, opposing units beat on each other for what seems like minutes at a time before one falls. Maybe this is intentional-units lost after a battle have a chance of being killed (as opposed to wounded and replenished), and resurrecting them gets costly. I'm thinking the prolonged battles are in place to let wary commanders issue "flee" orders in a timely-enough manner to successfully evacuate their rare units.
Much like modern MMOs, questing plays a big part in Saga. They're essentially skirmish matches against the AI, and the object is typically to destroy all the enemy units on the map and plunder as many resources as possible. Plundering is actually the most effective way to amass wealth and resources, which, coupled with the brisk experience gain that units see in quests, make them a definite worthwhile pursuit.
I feel like I've only scratched Saga's surface. There seems to be quite a bit going on here, and a passionate community is already budding around the game. To be completely honest I can't see myself playing the game seriously till it gets further along, but if you're even remotely interested in the idea of an MMORTS with heavy diplomatic elements, I encourage you to check it out: http://www.playsaga.com. It may not be the MMORTS of my dreams just yet, but it's certainly a step in the right direction.
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