It is the dawn of a new age. The most momentous of wars has begun in the heart of the Sacred Lands. Four factions - the Empire, the
Mountain Clans, the Undead Hordes and the Legions of the Damned -
stand ready for battle as they fight for the survival and dominance
over their war-torn world, and the gods they have long believed in.
The Mighty Lords watch silently as their Disciples prepare for the daunting tasks ahead. Each warrior must engage in a struggle of swordplay, sorcery, and uncommon courage in order to complete their sacred quests. The Empire fights to secure their people's future; The Mountain Clans search to regain their rune knowledge; The Undead Hordes seek revenge for their accursed god; and The Legions of the Damned battle to resurrect their fallen angel's soul. It is a struggle of desperation.
Every stroke of a sword, each blast of fiery magic must be endured beyond exhaustion. For once the clouds of destruction clear, lands will have been transformed, new armies will have been forged and the cheers of the liberated will resound throughout the land.
The day of reckoning has come... Only one side shall claim victory. Only the chosen will survive.
Age requirements: ESRB Rating: EVERYONE with Animated Violence, Animated Blood.
Minimum system requirements: Windows XP or Windows Vista, 1 GHz Processor (1.4 GHz recommended), 512MB RAM (1 GB recommended), 3D graphics card compatible with DirectX 7 (compatible with DirectX 9 recommended), CD/DVD drive (or drive emulation utility), Mouse, Keyboard.Patched to version 1.1
Posted on 2008-11-15 00:15:55 by vishys:
Disciples is a game of attrition. Your armies grow in strength slowly, resources are claimed as your influence increases, and there is very little benefit in fielding a ton of low level troops - a single strong army can trump wave after wave.
At the same time, the game gives a visceral sense of achievement as your parties roll over the lands and harry and choke your opponents.read more It has that magic sauce that Sid Meier calls the "one more turn" factor. Each level-up is felt strongly as they can completely change your gameplay with that party - a healer might gain the power to heal all, while a leader might be able to add another unit to the group or be able to weild a powerful artifact.
Very well made game, no bugs, excellent balance between the races and troops, a good campaign and lots of replay value make it a worthwhile buy years after release.
I own both this and the sequel and all its expansions and every now and then spend a night playing through a mission even though I've finished both a long time ago.
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Posted on 2008-11-02 00:14:57 by 1c3b0x:
Disciples was an authentic delight to discover. Now, don't get me wrong, I love Heroes Of Might and Magic. However, this game possesses a distinct flavor that HMM never really distilled, more akin to high fantasy proper, than the sort of sword and sorcery feel that was aimed at by Heroes. Gameplay, as well, is vastly superior, and the Turn Based RPG feel meshes much better withread more the environment. Strategy-wise, it seems like it's reaching for a sort of Civilization thing, with a focus on converting the land, and the potential formation of alliances.
The Only place where Disciples falters is in its design, which is not nearly as streamlined as would be preferred. The voice acting is also somewhat grating at times, but comical in its over-the-topness all the same. And unfortunately, multiplayer is nonexistent. But, for such a marvellous price, I would recommend picking it up, it's an entertaining distraction which moves at a steady pace, and possesses a surprising amount of depth for its pedigree. Fun Times!
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Posted on 2009-02-02 16:41:48 by Prator:
Disciples: Sacred Lands is a Turn-Based Stragegy game that focuses on a series of holy wars between four competing factions, each of which has their own special array on unique units and magic spells. What makes it unique among strategy games, though, is how the battles work; tactics in combat are really, really simple. So simple, in fact, that you could just use a calculator toread more guess how they'll turn out and be right most of the time. The actual "Strategy" part of this TBS game lies in how you prepare for your battles: the tactics of this game by Strategy First are all about setting up the ideal conditions for combat, rather than actually fighting.
VISUALS; 4/5: The game isn't very graphically impressive. It's not ugly by any means, but it's nothing spectacular. Then again, given that it came out almost ten years ago, I guess I should be fairly impressed with it. At any rate, visual spell effects look cool, and everything looks like it is supposed to. In particular, the really big monsters that take up two whole combat "squares" look nice. Anyway, it's a TBS, right? What do the visuals really matter?
SOUNDS; 3/5: The sound is okay. Not bad, or good, but okay. The voice acting is pretty minimal, the sounds of swords and explosions is standard, and the "bite" sound that a number of different animal creatures make when they attack sounds like someone crunching on a potato chip. The music isn't bad, and there's a nice variety of tracks, but it doesn't really add anything to the experience. You can play this game with no sound and feel almost exactly the same.
WRITING/STORY; 4/5: The stories that the game's scenarios revolve around, while simple, are pretty good. The narration for the sagas (campaigns) comes out like a historical account of things that actually happened in the Disciples world, and it's just interesting enough to make you want to play on and see what happens. However, the delivery of these stories could use a little work, I feel. When you're actually playing the game between story narrations, the "storytelling" is limited to an occasional sentence or two uttered by your troops or by defeated enemies whenever you conquer a city. Compared to Heroes of Might and Magic, which could give you several paragraphs of exposition in response to several different ques, it's kinda tame.
GAMEPLAY; 4/5: As stated before, the game's strategy primarily involves actions you perform outside of combat. Tasks like putting your soldiers in an ideal formation; choosing the right troops for the job; leveling up your soldiers and generals; casting spells that bless, curse, damage, or summon stuff; using your Thief units to poison, disorganize, or assassinate enemy soldiers; and gathering resources are all generally more important than actually fighting. One big indicator of this is in how it is nearly impossible to sieze the capital cities of your enemies; every capital city is guarded by a divine avatar of that city's relevant deity, and this avatar can move with blinding speed, soak up tons of damage, and deal hundreds of points of damage with every attack; its only weakness is that it cannot leave the capital. As long as the capital stands, the civilization that capital is founded on lives, and thus you cannot "beat" your enemies in open combat. Instead, the way to "win" over your enemies is to cut them off from all resources. Surround their capital with your own towns and convert their land to your purposes, and whenever any units leave the capital to try to get any resources at all, kill them immediately. Keeping your foes too weak to fight back, or making yourself too strong to challenge, is the key to victory.
There is only one real flaw in this system, however, and that flaw is repetition. Every mission you go on generally follows the same pattern: you start by gathering resources, then you conquer stuff, and then you gather more resources, level up your troops, buy stuff, conquer stuff, gather resources, and follow this pattern until you eventually get to a point where you have one or two parties of high-level characters who you use to kill everything, and supplement their strength with magical buffs, curses, and airstrikes. So it goes with every single mission. However, unless you're a really impatient or sensitive person, you'll probably be too addicted to notice the repetitiveness, and you can change it up by playing different civilizations or altering the difficulty level.
VALUE FOR PRICE/OVERALL; 4/5: For ten bucks, this is a pretty good buy. The only really serious flaw in it is that it doesn't have much replay value; the scenarios you get when you buy it are all you've got, and if you try to replay anything, you may just find yourself doing almost exactly the same things as you did the first time you played, and the game will get old fast.
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