You see, Swords and Soldiers is a, seemingly, simple game. While
most RTS games have you building up your army, while managing your squads,
while doing research, while guarding against enemy incursions into your base,
all of which adds up to the point where I question if some of the pros are just
very good about keeping track of the myriad of going ons in the average game,
of if they are just so scatter brained and unable to focus on one specific
thing that it all works out in their favor, Swords and Soldiers is much more
basic than that.
But it does have Fog of War! |
Your actions are limited to only a handful of options.
Essentially, you decide two things - which units to build, and what abilities
to deploy. You do not control your units directly, and are in fact limited to
choosing their path, if the particular level you are playing on has a branch in
it, and using abilities that could help them out, such as a heal or a shield,
which belong to the Vikings and Chinese, respectively. So you can mostly forget
about much of the more hands on aspect of many RTS games, though key ability
deployment is critical if you want to win, and instead focus on managing your
two resources and deploying units and abilities as need.
There are three races in the game, with the Aztecs rounding
out the grouping. Each race has it's own unique units and abilities, and the
result is that they provide a different approach to playing. There is nothing
so drastic as needing to build on the creep as the Zerg or the ability to move
buildings as Terrans from the original StarCraft, but differences nonetheless,
and it is easy to become attached to a particular race, being more familiar,
and comfortable, with the options it presents.
Personally, I think the Dwarfs, err, Vikings, are over powered. |
There are four combat units for each race, consisting of a
melee unit, a ranged unit, and then two special units, with at least one heavy
hitter. Of course, each race brings something special to the table, and the
units do vary - in cost, power, and health. For example, the Viking Berserker,
the melee unit of that race, costs 65 gold to build, versus the equivalent
Aztec unit, the Jaguar Warrior, which you can build for 50 gold. However, if
they meet in a one on one scenario, the Jaguar Warrior will only deal about half
the damage needed to kill a Berserker before he dies. Start mixing in the other
units, and developing strategies about how to combat what unit with what
unit/ability you have available, and the game can quickly become much more
complex than it seemed at first blush, even without the ability to command your
individual units.
Now I shouldn't give you the impression that you can
automatically respond to whatever enemies are heading down the map to your side
with whatever you like, as there are a few limitations. The first being that
you do have to research a unit to unlock it, which takes some gold and time to
accomplish. However, you also cannot simply research any unit at any time,
because the game does have a mild tech tree, and each one is laid out differently
for the different races. This is nothing so complex as systems where you must
have a central base to build a drone, and the drone builds the armory, and the
armory lets you build a tank, but only at the mechanics building. Instead, it's
more "you can't research the Viking Heal until you've unlocked the
Berserker." Some trees are completely linear, while others have a few more
prerequisites, but all and all, it is much easier to follow than I've seen in
other games, some of which provided a huge fold out paper that explained
everything.
Okay, even I don't think I can screw that one up. |
Of course, research isn't free, and neither is constructing
units. What you'll need a lot of is gold, and this is acquired over time, as
well as through your gold finders. You can have up to 10, and at that point the
cash comes flowing in. This allows you to keep up a steady stream of units,
each of which spawns instantly, but triggers a small cooldown before you can
buy another of the same, so you can't just spam your Sun Giants or Zen Masters
all you want. Therefore, you can spawn units in wave of 4 or so, but different
movement speeds, unit abilities, as well as the actions your opponent might
take to trap or mind control your units,
can drastically change the situation.
The final actions you can take include building your race's
one tower and using your abilities. Each tower is different, from the Aztec's
which attacks enemies, to the Chinese that provides a bonus to mana, and they
can only be built on predestinated spots on the map, but they can be very
useful. Abilities are more so, since, depending on what race you're playing as,
you can do things like mind control your enemies strong unit, turning him
around and making him fight for you, though if you do this to the last unit in
a wave, he'll proceed all the way back to the base, so long as he doesn't
encounter anything before he gets there. Other abilities shield or heal your
units, or spawn a group of clay soldiers to fight for your, or rains down fire
arrows on your enemies. There is one ultimate ability for each race, which is
really cool. The Aztecs summon a huge boulder the rolls across the map, which
you can jump over your units, and squash your enemies with. The Chinese summon
a dragon that breathes fires when you press the left mouse button, so save it
up for high value targets. The Vikings have Thor send down his lightning
hammer, which acts as a tower and damages enemies where it was called down. Now
all of these abilities cost mana, which is accumulated over time, but can be
modified by research, towers, and a sacrificial ability, again depending on
which race you're using.
And now I've managed to get a mind controlled catapult in the enemy base. |
Though Swords and Soldiers HD strikes me as a simple RTS, I'm
sure there are those whole can still theorycraft which race is better, why you
should spawn more Rocketters than Swordmen, and so on. Me? Well, I just enjoy
the simplicity of the game, the humor found in each race's campaign, and the
occasional skirmish where I inevitably end up setting the handicap to 100%
easier. The game is normally $10, which is a little pricey for the 5 or so
hours I put into it, but the game is brilliant in it's simplicity and
approachability, and, if I had any I cared to try it with, I could see easily
jumping into a multiplayer match with friends, or just getting this on a
phone/tablet to pass the time during work or on a vacation. I suggest going for
the game the next time it's on sale at $5 or less, though I'm certain sure it was
$2.50 when I got it, because the game is pretty good - 7 out of 10.
So, the final breakdown:
Score: 7/10
Suggested Price: $5
It's good for short breaks from larger projects. Just hop into the skirmish mode, and you can kill 5-15 minutes easy enough.
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