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Platform: PC
Genre: RTS / RPG Hybrid
Publisher: Atart
Developer: Liquid Entertainment
ETA: June 2005

 

 

 

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Dragonshard

 

Up to this point, console and PC games set in the world of Dungeons and Dragons have primarily been RPGs, as they try to be the electronic equivalent of the classic pen and paper role-playing franchise.  Now Liquid Entertainment is doing something a little bit different, as they combine some traditional role-playing elements with a real-time strategy game, resulting in Dragonshard for the PC.

 

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From the looks of it, Dragonshard is shaping up to largely have clear distinctions between its RPG and RTS facets, with some hero-oriented aspects a la Heroes of Might and Magic, and Warcraft III tossed in.  The most noticeable distinction between the two schools of gaming will be seen when a player is above ground, or wandering below the surface of the earth, or in a dungeon.

 

Above ground, the game takes a far more RTS-like approach to play, where players can take large forces and have at it with the enemy, while building cities to help supply the war effort.

However, when it comes time to head below ground, players take a small party in to explore, fighting in a RPG setting, where they can earn experience points, and get some loot.

 

While making it through the game world, players will have a number of different character-types at their disposal, including champions, captains, henchmen, and juggernauts, all the while players will have three different factions to choose from (at least when playing online against other people).

 

Up to this point, the Dungeons and Dragons franchise has been 

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synonymous with role-playing.  With Dragonshard stepping away from the franchise’s roots, it will be interesting to see how receptive fans are to this change in approach to D&D.

 

Mr. Nash

(March 11, 2005)

 

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Features:

 

- The First DUNGEONS & DRAGONS® Real-Time Strategy Experience

- The first D&D® game from the all-new Eberron campaign setting

- Groundbreaking game design with two levels of interconnected action: dramatic RTS war above ground and critical RPG-styled battles in dungeons below

- Four ranges of controllable units: powerful champions, heroic captains, trainable henchmen, and nearly unstoppable battlefield juggernauts

- Unit development based on 'Experience Points', allowing players to "level up" units — an added RPG twist to the classic RTS gameplay structure

- An innovative village grid system — the "Nexus System" — where choice and placement of buildings can specifically affect units’ powers

- Co-op and head-to-head multiplayer modes

- Three warring factions (in multiplayer modes), each with its own history, campaigns, unique strengths… and weaknesses

- Game story by Eberron creator Keith Baker

- A variety of threatening environments, all with the "Hyper Terrain" feature, creating real-time terrain deformation in the wake of unit movements

 

 

 

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