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most opponents will go
in for the
kill only to have a Hero drop in accompanied by 8 other units to squash
them. The element of
surprise actually works in these cases.
(If your hero dies in battle, all is not lost as long as you’ve
built an Altar that can revive them.)
But to use the Heroes effectively you have to know two things:
Creeps and sub-groups.
Creeps
are various neutral monsters that appear on the map, most likely found
sitting in front of gold mines or neutral buildings (like shops and
mercenary camps). If you
want your Hero unit to gain experience and become more powerful, it’s
essential to send him out (with a few other combat units) to slay them
before you hunker down and wage war on your opponent(s). (And you'll get
XP for killing bad guys too.) Not
only does Creep combat allow XP increases, your Hero unit can pick up
items the Creeps “surrender” after they’ve been hacked to death.
Each Hero can carry six items.
Some items are one use only then vanish from your inventory, like
the Tome of Experience, but others remain in the inventory until they
drop it or die. (For example, there are a number of rings to wear.)
Handling
sub-groups effectively is also key when using your Heroes. Selecting
a group of units, then hitting TAB is a handy way to switch to groups
within groups, so you can issue separate commands without deselecting
the group. As good as this
feature is (in theory) most battles will be over before you can even
think about using it. (Unless you’re wiping out an enemy base,
building by building.)
Most
confrontations are confusing melees – limbs, projectiles, spell
effects flying everywhere. Sometimes
you’ll just grope around and get lucky… I’m still talking about
RoC! The action is fast,
but that’s not all bad because the graphics are first rate so watching
your forces get slaughtered (in my case at any rate) never gets old.
Some
of the confusion can be squarely laid on the shoulders of players that
rely on building massive forces then letting them run rampant.
Blizzard has employed an upkeep variable – yet something else
to keep in mind – to encourage smaller forces.
There
are three levels of upkeep: none, low, and high.
Depending on which upkeep level you’re operating under,
you’ll incur resource penalties.
In other words, instead of pulling down 10 units of gold per trip
in no upkeep you’ll only get 7 units under low upkeep.
The upkeep level is determined by your Food usage. (The higher
the Food usage, the higher the penalty on gold and lumber gathering.)
This encourages players to construct buildings and defenses
before building a huge army. Of
course, hiring some mercenary muscle can help in the early going to slow
down enemy incursions.
I
can’t say enough good things about the team play, although finding a 3
vs. 3 or 2 vs. 2 games can take time.
Finding one-on-one matches takes about a second but if you want
the more involving aspects of RoC you’ll hold on the three to five
minutes to join a 4 player game. Matchups
are currently anonymous but there are plans for clans, tournaments, and
custom match-ups. (A world editor is slated to be included with RoC so
you can bet there will be a lot of custom maps.)
Lag, always an issue for on-line play, wasn’t bad and I never
lost my connection. But in
the Battle.net chat room, more than a couple of people complained of
being suddenly dropped. (Hey,
guess what! This happens to some people with all on-line games!)
System
requirements are a touchy subject around my house – my PC just barely
meets the minimum requirements. Playing
with almost everything turned down or off, I still thought the graphics
were top notch. Cranking
the detail up resulted in a lot of herky-jerky movement but that’s
owed to my PC. And changing
the viewing angle can squeeze out a bit more speed as well. (You can
zoom in and out on the action but it doesn’t really have any tactical
significance.) If you’re
looking forward to RoC, upgrade now!
While
the Beta is extremely playable there is a list of issues that should be
resolved – but I’ll only mention one because it really annoyed me.
(Of course, this gripe could be pointless, this is after all the Beta.)
It’s easy to lose track of units that are near horizontal tree
lines. Most frequently
I’d lose track of the unit after building a structure near the tree
line. The builder would
stand in front of the structure – the front always being blocked by
the trees. There’s no
transparency so you can’t see a unit behind a tree! (Are they shooting
for realism.)
What
has received careful attention is the audio component, which is nothing
short of fantastic. Music
manages to be haunting no matter what race you use.
And all those hilarious one-liners return!
For those that didn’t play the First and Second Warcraft games,
clicking multiple times on one unit will elicit a variety of different
acknowledgements. I found
myself producing units just so I could hear the one-liners.
My
final word of warning is this: if you don’t use keyboard short cuts,
you’re going to get your ass kicked.
If you turn your nose up at the keyboard, you will have to become
One With the Mouse. You’ll
just have to react, relying more on instinct and mousing accuracy.
With all the variables to keep track of, it’s nice that the
list of keyboard short cuts isn’t long – they’re to the point.
The overall interface and layout fits the mold of current RTS
titles like Age of Empires and Red Alert – selecting all of one type
of unit on the screen, portrait information, mini-map, etc.
There’s nothing shocking or new but at least if you’re
familiar with the genre you won’t be staggered by a steep learning
curve.
Some
players will get RoC just for the multiplayer.
These players won’t be disappointed with what they get.
Although it has more micromanagement than previous installments,
the races aren’t (essentially) that different, and the action is a
little confusing at times; the graphics and audio are slick, the
Legendary Hero units are a great addition with the myriads of options
they open, the interface solid, and team play (with unit sharing!) is a
lot of fun. Warcraft III:
Reign of Chaos has much going for it – the result of a painstaking
development process. The
multiplayer is solid so far and with a few adjustments it will kick ass.
I suppose the biggest complement I can pay to RoC, is that I’ll
still be playing the Beta even after I hand in this preview.
Now
the long wait for the single-player campaigns…
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Omni |