

If you ask the same question, here are some hints. Graphics: HOMM4 follows a very different visual style. It fares poorly against such names as HOMM3, os Disciples 2, less characterful, and sometimes downright confusing. But you know what? After 2 hours of gameplay it didn't bother me the slightest. Heroes: They're no more bystanders, but ACTUAL heroes. If you liked the approach of Disciples 2, you'll like that one too. They can be goddamn powerful; properly upgraded they can wrestle with a dozen of black dragons, and emerge victorious. Sadly, combat-skills are almost mandratory, so it somehow limits your skill choices (try to go without that, and you'll be torn to pieces on level 2). Combat: the somewhat random and way too powerful combat bonuses were tamed in HOMM4, and sublte changes in fight will make you to plan every clash. Also, the mutally exclusive unit tree will prevent you from getting all the units from a single town, but there's a solution: conquer other cities, and you can build other structures there. Story: gripping - at least in the original campaign. Many has some sad twists in the end, so it worhts reading all those texts the game drops at you. Sometimes I willingly failed a mission to learn what happend in that scenario. I definitely suggest you to buy that one. Apart of the graphic I liked all the changes it brought after HOMM3, and I cannos say bigger praise than that.

Digital Reality's previous game, Imperium Galactica 2 was a very complex space opera: R&D, spying, space&surface battle, diplomacy, colony management, commerce - all in one game. I was a huge fan of that, but apparently, the guys got some backlash about the complexity, so they decided to simplify things. No problem, Homeworld, and Homeworld: Cataclysm were both great games without the base/planet building things, right? So, first it seems like the designers took both IG2, HW+HW:C, and mixed it to get Haegemonia. Unfortunately, they fell to the floor between the two chairs. Space battles lack any tactic, or strategy it was present in either IG2, HW, or HW:C. The tight unit cap also prevents you to plan battles on fleet levels, as other reviews pointed it out. The use of spying is also marginal, save for some occasions when your ships were blown up. The planet management is also overly simplified, just like the assaults. You bomb the planet, and either triumph (converting the population immediately to your colour), or retreat, before the retaliation-fleet arrives. No need for subtle skirmishes, planning with planetary defence, or so. However, the game also has positive sides, namely, the music and the graphic. The campaign also worth a try. All in all, it is not a bad game, just don't expect that much as from its predecessors. And GoG, please, enlist Imperium Galactica 2 and the Homeworld series to your range!

You'll encounter a lot of review stating that this game is overly brutal, unnecessarily darker and lost its charm it had in Sands of Time. Consider this: the Prince is bound to fight for his very life, after his "sacrifice" in the previous game (I'm not gonna' spoil things, buy SoT too!). The reward? Having your entire ship crew slaughtered, and a huge, invincible beast chasing you. It is quite understandable that it pushed him to the "dark side". All in all: apart of the bugs, the steep learning curve (you can easily die on the very first level's 1st boss-fight), and some camera problem it is an excellent game with adrenaline pumping combat and a good amount of puzzles to be solved.

If that game would've been made by Westwood or Blizzard back then in the 2000's it surely had been a blast. As it didn't happen so, it went quite unnoticed. If you're unsure to buy it, consider, that many big-time RTS borrowed (or downright stole) ideas from that game. Burrowing tunnels, exchanging your units' weapons, arming production structures, electronical warfare and changing enviromental conditions - all were available in E2150, even before C&C generals and the like. Though the pace is slower, you won't be disappointed with this bundle.

I always fancied sci-fi above fantasy, however, Gothic gave me tens of hours of fun and made me to replay the game multiple times just to enjoy the story in different castes. First, I cursed the XP and fighting system - at level 5 and in the possession of a sword the first wolf tore me apart... what the heck? Then I gave it a second chance, and learned to appreciate the viewpoint of the game. You are not a superhero, or a noble adventurer. You are the 621st no-one in the colony, not skilled in any form of martial arts, so you have to learn, and adapt to survive. If your face is too big, you'll easily get mauled by the first guard, before you even had the chance to comply your mission. Later on, you'll learn to appreciate the power you wield, and in the final stages you truly become a hero among mortals. I aslo like the ethics of the world you are in. As you are mainly among convicted criminals, you have to know, when and how to talk and act with NPCs. Sometimes, downtight cheating and stealing will lead you success - sometimes, it gets you beaten up, and even getting stabbed to the back in a dark alleyway. If I had to mention negative things, there would be two: thief skills are mainly useless, and the fire magic is way superior to the other classes. All in all, you won't be dissapointed with this one.

Just like its predecessors, CTP games are massive and time consuming. But hey, that's why we love them! I really liked the steamlines, which were introduced in CTP 1, and though at first I was furious for taking the Space colonization out of the gameplay, later I found it a good streamlining. The AI was criticized, yet, it has some good moves. I must admit, it uses sometimes blantant cheating, especially in the case of wonders. But even on easy levels it utilizes spies and slavers, defends the cities adequately, attacks with combined force, pillages tile improvements, and pirates trade routes. Though there is the possibility of dplomatic victory, it is pretty shame, that the diplomacy, as a function is quite useless. No matter, what wonders do you have, no matter, what tone you speak, usually the AI understands only the language of force. There's no room for subtle gameplay, go for outnumbering, outgunning, and outteching, and after conquering a few cities (preferably the capital) of them, they will get off from the high horse. Apart of that, it's a must-have game!

Today, the time of fun a video game can provide you with is measured in hours, and the life-span of a game in weeks. We can safely say that TA truly stood the test of time. as we play that even 15 years after its release. Look behind the graphics, and get this game. Skipping it will be one of your direst mistake in your life :) + incredibly great game mechanism + tons of mods + still an active gaming community + one of the best soundtracks ever wrote to an RTS - somewhat dull AI - balance and diversity issues in the original game (but nothing a patch cannot solve)

A decent RTS, with good visuals, and some flaws in game design. Buying Earth 2150 is a better deal. + nice visuals + very different factions + atill some remarks of the old, E2150 feeling - annoying characters - overly and unnecessarily complicated tech-tree - steep learning curve