Single-player missions continue with several additional stand-alone campaigns and an editor, which gives you control of building extra levels from the ground up. All of this born from a deeply rooted love for games, utmost care about customers, and a belief that you should own the things you buy. The most momentous of wars has begun in the heart of the Sacred Lands. Too much of a good thing mildly muddles gameplay, making planning which area to explore or attack that much more confusing. Even after many hours of play, you may still find yourself trying to click on that archer to get him to start his attack.
You will not be marching with hordes of units in Disciples; rather, you will have small armies that consist mostly of heroes and specialty units lending hands in a heated battle. The music also matches the mood of the game nicely. Instead, you position your units into two tiers putting your fighter-types up front with your mages and archers in the rear. You get to choose the skill you want to learn each time a level is made. These lands where sacred to Christians because they were where Jesus lived, taught, and was crucified, but they were also sacred to Muslims because they were where Muhammad lived, taught, and died, so the crusades were an ongoing battle for… Paul was an apostle, but not a disciple.
Shelf life extends considerably with this welcome tool. Having a single seasoned hero, especially toward the later levels, means using only one group to sweep through the mission for the experience points. It is the dawn of a new age. Newcomers should skip the original and reap the benefits of the improved graphics and sound of the sequel. Luckily for Strategy First, the concept of Disciples: Sacred Lands holds up well and the new look is a welcome upgrade. Warlords of Might and Magic When counting the great turn-based fantasy giants — Warlords, Heroes, Age of Wonders, etc. This is a sure-fire way to help keep the heroes dynamic and should also spice up gameplay quite a bit.
Ambient sounds like majestically rolling thunder, wolves howling in the distance, and even the lazy croaking of unseen frogs are relaxing and unobtrusive. Disciples also adds a few twists with things like the concept of owning land instead of just resources and towns. Each army can have up to six units, including a leader. The spells a hero can cast are nearly identical in name and effects to the original. First and foremost are the stunningly attractive graphics. It is now the dawn of a new age.
Spells impact the main map, either by directly attacking an enemy stack, improving the attributes of one of your armies for a turn or revealing or covering the map in some way. The frustrating defect of allowing only one hero to be carried across levels is still a factor. Four races — 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 of their war-torn world, and the gods they have long believed in. Spell effects are celebrations of particle effects, and each minion is unique in artistic style and animation, urging you to play through to higher levels just to see the next higher level of units. Each warrior must engage in a struggle of swordplay, sorcery, and uncommon courage in order to complete their sacred quests.
So is the case with Disciples, a turn-based affair that blends elements from past games while adding a few new features. The disciples were those who walked and talked with Jesus personally, but the apostles were those who spread the Good News of Christ to other lands. You assume the role of hero for one of four races, destined to lead your people through the aftermath of The Great Wars. Nearly all action is click-and-point with some keyboard shortcuts offered as well. It's the same game as before, now dressed to impress, and more familiar style than original content, which isn't necessarily bad for those who like this type of gameplay. Sounds have been revamped to keep pace with the graphic improvements.
Each warrior must engage in a struggle of swordplay, sorcery, and uncommon courage in order to complete their sacred quests. Each of the four sides has unique units with their own special attributes and attack types. I like the variety of spells, which are critical to success in many maps. The Empire fight 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. Every stroke of a sword, each blast of fiery magic must be endured beyond exhaustion. Sound: Background sounds and music set the stage for the epic battles. Editor will tack on more playing time and the multiplayer option should provide the seasoned player with suitable opponents.
Still, the same strong foundation will appeal to the Heroes of Might and Magic crowd. 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. It is a struggle of desperation. 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. The day of reckoning has come… Only one side shall claim victory. Each warrior must engage in a struggle of swordplay, sorcery, and uncommon courage in order to complete their sacred quests.