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Platform: PC

Genre: Strategy

Publisher: Sierra Entertainment

Developer: Impressions Games

ETA: November 2003

 

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Review: Shogun: Total War (PC)

Review: Battle Realms (PC)

Review: WarCraft III: Frozen Throne (PC)

 

 

 

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Lords of the Realm III

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Lords of the Realm II, now over six years old, was a sleeper hit of sorts. There was quite a bit of noise at the time, certainly, and some warm to hot reviews, but the game never really made the hit list. It did pick up a huge following, though, and became something of a classic in retrospect.

Where Lords had been a resource management game, Lords II introduced some action elements which, despite initial misgivings, were well received if not always well implemented. Lords III is going the whole hog, and will feature battles in real time, with hundreds of on screen units, full scale sieges with a variety of weapons of war, and lots and lots of castles.

Yes, there’ll be a nice healthy share of strategy, too, but it certainly looks as if Lords III is taking steps to distance itself from micromanagement; ‘The peasantry feeds itself, taking care of its own needs, only bothering their Lord or Lady when special circumstances necessitate it.’ Which is, of course, as it should be. Pesky peasants. As a Lord, I presume that 

it remains your primary responsibility to have feasts, eat minus the inconvenience of cutlery, watch people get executed for sport, and leer lecherously at whatever buxom and black toothed wench passes for a maiden in 1264. And also, of course, to acquire land. Land is the be all and end all of the feudal era, and Lords III is a game of conquest.

Back in the day, a game like Lords of the Realm would probably have been compared to Civilization and its ilk, but it seems likely that the arc of Lords III passes most closely to Total War – perhaps it was the success 

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of that excellent series which spurned the revival of Lords III; six years, after all, is a long hiatus in gaming. Graphically, there are similarities, but the game bears a more superficial resemblance to the Age of Empires series, with its high definition environments, fine detail, and deep colours. I say superficial, of course, because Lords of the Realm III promises a full 3D engine and those gorgeous castles are rendered, not merely painted and, presumably, can get broke good and proper with some of the neat siege toys we’ll be getting for Christmas.

From the pre-release blurb, it definitely looks as if there’s a strong emphasis on real places, real weapons, and realistic castle designs. A lot of very real history has been dug up, and the team have been trying to figure out what worked where on the genuine battlefields of the middle ages. There’s a bit of guesswork that will need to be done here and there, but as long as the scales come down on the side of gameplay, I don’t see anyone complaining.  

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Lords III is reaching the end of the development stages now, and undergoing some final game balancing changes. To quote designer David Cook ‘Our initial tests with ballistae showed we had invented medieval laser beams of death.’ I almost hope they decide to keep those in, as a bonus feature… although, to be honest, any game which lets you pour boiling oil over the top of a castle wall is placing itself at an immediate advantage to the competition. Watch this space.

System Requirements: TBA. Probably 1Ghz+ with a decent 3D card. Lords II ran on basically anything that wasn’t a 486, and even some machines that were, which kind of goes to show where six years in the computer market will take you…

- Matt BLB

August 24, 2003

 

 

 

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