
It could be that Dungeons & Dragons, the perennial RPG standard, is just what real-time strategy gaming needs. Besides Rome: Total War, it seems like we haven't had any breakthrough RTS titles in a while. As with Atari's D&D Online, they're doing things a little bit differently this time around. And it's more than the appeal of offical D&D beasties and the freshness of the Eberron universe. It looks like Dragonshard will be an approachable hybrid of RTS and dungeon hack. At a recent presentation down in Texas, we were able to get another look at the game, scheduled to be released in September. While there isn't a lot of new info, things seem to be getting only more interesting.
On the surface, both figuratively and literally, Dragonshard doesn't look that different at first glance. Then you get a look at the city, and you're like, "What this grid business all about?" Unlike the typical "build your barracks and do research for better weapons and armor" mold, the strength of your units is based primarily on building their creation structures in packs of four (for the humans, at least -- every faction has a different grid arrangement). You only have sixteen grid spaces to build on, though, so you actually have to choose what unit types you want, and stick yo that. Typically, you have a building tree where you have to create the grunts before you can create the vehicles, before you eventually make your way to elite units, special structures, and uber-weapons. Not so here.
Depending on starting resources, you can make some pretty cool units right off the bat. You'll want to keep things fairly varied, of course, mixing ranged units with melee units, but you'll also want to actually examine the map and strategize for what types of guys you'll want. The rogues are important for opening treasure chests, but they can't go toe-to-toe with a pack of Beholders, so you'll want some beefy guys to cover them while they unlock the loot, for example -- and maybe some clerics to keep everyone in one piece.
The underground layer of each map also requires a slightly different dynamic, since you're more of an RPG party than an RTS army. Each main unit above ground can have several underlings, but they're all rolled into their parent units when you descend the stairs, making for a much tighter group. It's also more of an exploration style, rather than military conquest, although there will be a strategic location or two that you'll want to protect, like a shrine that gives you a production boost (as well as the gold you need to fund building structures and pumping out units). Your units also gain experience and level up as you hack your way through the dungeon, so it's handy for boosting their stats before taking on the enemy. Co-op play could be quite fun in these situations, as it's always neat to explore dungeons with a friend. And here, there's the bonus possibility of your partner in crime turning on you and taking your stuff. I foresee lots of entertaining drama.
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Posted: 15 Aug 2005