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With
the announcement of Warcraft 3 almost three years
ago, it is clear that no one working for the
company has slept since then. The polish that went
into this latest RTS is brighter than a MENSA
meeting, and not nearly as boring. Blizzard
Entertainment set out to one-up their own
Starcraft, a game that is more that four years old
and still being avidly played today...and they've
accomplished it.
The
Warcraft games were known for having a nice
back-story. They were never earth-shattering,
Hollywood quality epics, but they were solid plots
with which to push each mission along. Somehow, in
the short span of time between Warcraft 2 and
Starcraft, the quality of the plot jumped to
extraordinary proportions. The emotional space
drama had all the elements of a Hollywood
blockbuster, with characters you actually cared
for, and with more twists than a night at Chubby's
pad.
That
quality extends on to Warcraft 3. The Human
Alliance (consisting of Elves, Dwarves and Humans),
having fought off the invasion of the Orcs in
Warcraft 2, built up a strong civilization in a
time of peace. But recently, the Orcs have returned
with a leader to focus all the clans into an
organized force. That's not to mention a mysterious
cult, with the predilection for eternal life
through undeath that threatens the Human Alliance's
border. All the while, a secret race, known as the
Night Elves, lies dormant in the West. To connect
them all, a mysterious shape-shifting mage warns
each race of an ancient evil that is soon to
awaken. The story unfolds through in-engine cut
scenes as well as Blizzard's famous FMVs, which are
better than anything I have seen in any game.
But
who cares if the story is great if the game is as
good as Gym Teacher Simulator: The Fight for Dodge
Ball? Right off, for those elite Starcraft junkies
who feel nothing can compare to a zergling rush or
tactile nuclear strikes, you are cheating yourself
if you don't play Warcraft 3. Gameplay wise, you
will feel right at home, as all the classic RTS
elements are here. Resource gathering, farm
building for unit capacity, advancing along the
technology tree and managing your defenses while
mustering a raiding party all feel very similarly
to Starcraft. If you didn't like these aspects in
the previous Blizzard RTS games, be wary as they
aren't very different in WC3. But it would be
unfair, and downright wrong, to claim this game is
Starcraft in the Warcraft universe of Orcs and
Elves.
Most
obviously, there are now four races, instead of the
original two. Joining the Human Alliance and Orcs
are the previously mentioned Undead and Night
Elves. What is great is how different each race
feels when playing as them, yet how evenly matched
they all are. Take the Undead, for instance.
Similar to the Zerg in Starcraft, you can only
build on certain infected patches of land known as
blight. While this might seem a disadvantage, all
undead units will regenerate considerably faster
when standing on this tepid ooze, so it definitely
has its benefits. The other Undead specialty is
raising defeated enemies to fight for your side.
Only specific necromancer units can accomplish
this, but if a battle goes down hill, simply
resurrect fallen comrades and you're good to go.
The
Night Elves have other benefits. Thanks to a brand
new Day/Night meter, Night Elf units can go
completely invisible at night when not moving,
perfect for surprise ambushes. Night Elves also
have range on their side, with their standard unit
being the Archer, which en masse can cause a quick
death to those who fight against them. Orcs seem to
be the most melee focused of the bunch, choosing
brute force over strategy. Their bull-like Taurens,
combined with powerful catapults can level a base.
Finally, the Humans seem to be the all-around
bunch, with solid melee-inclined knights backed by
supporting casters and projectiles. They also have
the benefit of using two workers on the same
building to finish it faster (something no other
race can do). Blizzard spent huge amounts of
development time making sure that one race wasn't
able to overpower another, and by most accounts it
seems they succeeded.
Beyond
the new races, the major gameplay difference
between WC3 and previous Blizzard RTS games is the
use of hero units. Each race has three different
hero units, each unique to that race. Orcs, for
example, can hire Tauren Chieftains, Far Seers and
Blademasters, while Night Elves have access to
Demon Hunters, Keepers of the Grove, and
Priestesses of the Moon. You can only have one of
each in a standard game, but trust me, that is
plenty. Hero units are by far the most powerful
units in the game, able to take down many normal
enemy units at once. The reason they are so
powerful is two-fold. Firstly, Heroes level up just
like in an RPG. By killing enemy units, Heroes gain
experience, which eventually leads to higher stats
like damage dealing abilities and hit-points.
Secondly,
Heroes get special powers that have the capability
to decimate a raiding party in moments. Every time
a Hero levels up, the player gets a point to spend
in one of three abilites. Let's use the Human's
Archmage as an example. The Archmage has three
abilities to train in, Blizzard (ego-maniacs
perhaps?), Summon Water Elemental and Brilliance
Aura. Blizzard is an area-effect spell that damages
groups of enemies with falling ice-shards. By
spending one point in Blizzard, you not only get
access to that spell, but subsequent points will
increase its effectiveness. Starting at Level 1,
Blizzard does 80 damage per second over six
seconds. Level 2 is 100 damage per second over
eight seconds, and so on. To compare, having a
Level 10 hero is basically the equivalent of a
dozen standard footmen in damage dealing ability.
Other kinds of abilities include auras that boost
nearby unit stats, mass-teleportation and summoning
spells as well has large healing boons.
In
addition to their base abilities, Heroes can pick
up items to boost them further. Usually, these
items are scattered around the map, guarded by NPC
enemies like trolls and ogres. Some of these items
make a huge difference to the Hero who wields it.
The fire orb, as an example, adds 12 fire damage
(about a third of your standard damage) to all Hero
attacks. Lesser items, like healing and mana
potions can be found as well, but they can only be
picked up and used by the Hero.
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