Not all is as you might expect when you load up the game. You'll move from controlling the Humans to the Undead to the Orcs and finally the Night Elves on your way to saving the world from total destruction at the hands of the Burning Legion. The campaigns themselves are laid out well. I've said it before and I'll say it again, when you have little rewards like this to look forward to on a job well done, it's easier to keep plugging away at the enemy until you get that reward you so richly deserve at the end of each campaign. They're absolutely beautiful and you'll find yourself watching them repeatedly to take in all of the little details. Before you all start thinking I'm a lunatic, I really did love those cutscenes, even with the change in style from the game itself. For me they managed to ground me not only in the conflict but in the fact that it takes place in this funny little brightly colored 3D world, which almost ended up making the pre-rendered cutscenes seem a little out of place. I actually liked the little interludes in the game that progressed the story, although I can understand how some people might think they go on to long and break up the action. Throughout the game the story will progress in the action and in the cutscenes, both rendered and real time. I have to say though that some of what happened during the game and some of the characters seemed to have some weird mirror world thing going on with those in Starcraft. While it's certainly not the most original property on the face of the earth (meaning that elves and orcs and the undead get used so much in fantasy it's like watching a dead horse beat itself), the characters and situations managed to be believable enough in a mature enough story to keep me interested. The campaigns make good use of the quests, both optional and mandatory, to build up the believable world of WarCraft yet again. The main difference is that some of these are optional quests designed mainly to give you a little more to do in a map and to help your hero level up a little more before the real combat begins. They are done in a more RPGish manner where they're a little random and off the storyline, but basically are just added objectives that you find in other RTSs as well. But really they turn out to be added objectives. The other bits that I originally had thought would be another addition to the RTS mold are the quests. You'll get to learn their awesome set of spells for when you finally get to jump into multiplayer and test out your skills against human opponents. The heroes you'll find in the single player campaigns all represent a type of hero that you'll find in multiplayer. It's a nifty way to do things and turns to a bunch of fun and frustration depending on which end of the stick you're standing. The kicker is that in order for them to be of any use at all, you have to get them out into battle to gain experience points. In multiplayer they can turn the tide of the battle with a click of the button in some cases. Some of the little bits are some light role-playing elements that really manage to help the single player game along by connecting you to the main characters that play a part in the story. In its final stage, it comes to us as a little bit more than an RTS. It has since undergone both small and rather large changes to become the final product that it is today. WarCraft III: Reign of Chaos is not the same game that was originally presented to us three years ago.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |