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Battle Realms Review
January 02, 2002   Terence Wong > [View My Other Articles]
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Graphics and Sound


Graphics

Top to bottom, I like the graphics in Battle Realms. Everything is 3D, but the camera has a limited range of motion, closer to a standard three-quarters view RTS game rather than a completely free camera (like Ground Control). The interface is clean, and quite similar to Starcraft’s (plagiarism isn’t always a bad thing). I do wish that you could zoom out more than the game lets you, since you would be able to see more of the battle and perhaps control it better. Liquid probably decided against that because you’d lose a lot of the unit detail doing this, and it would also cause your computer to chug with all the polygons on the screen.

Battle Realms Review [ Blood everywhere @ 1024 x 768 ] > View Full-Size in another window.
Blood everywhere

Battle Realms Review [ Nice hat @ 1024 x 768 ] > View Full-Size in another window.
Nice hat

Battle Realms Review [ The big mountain @ 1024 x 768 ] > View Full-Size in another window.
The big mountain


The best aspect of Battle Realms' graphics is the artistic style. The maps have a lot of detail – you can see rocks strewn about on river banks and the trees rustle as birds fly out of them. The units and heroes have a Final Fantasy VII style anime look – eight foot swords that defy physics and disproportionate bodies. Each clan has a distinct style as well, so it’s easy to tell which units belong to which clans. There isn’t a lot of detail in the textures; they had to save room because there are a lot of moving objects on the screen at any given time. But there is a lot of detail in the units when you combine the models, textures, and animations. This is one game where the concept sketches are pretty damn close to the final product – and both kick ass.

The amount and quality of the unit animations is also notable. Units stand at attention when you select them, they have several idle animations, and they also have a handful of attack animations. All of these animations give the impression that your units have character and life, rather than just a bunch of pixels on a screen. For example, Samurais kneel and prey periodically while idle. They also commit suicide when they are defeated in battle, rather than being struck down by an enemy (don’t worry; they only do this when their health runs out). I enjoyed watching Kenji practice move with his sword, slashing to and fro in a routine. I caught myself forgetting about the mission and watching my units goof off several times.

Battle Realms Review [ Lets go @ 1024 x 768 ] > View Full-Size in another window.
Lets go

Battle Realms Review [ Dragon Keep @ 1024 x 768 ] > View Full-Size in another window.
Dragon Keep

Battle Realms Review [ Buildings don't fight back @ 1024 x 768 ] > View Full-Size in another window.
Buildings don't fight back


Sound

Battle Realms features an excellent orchestral soundtrack, so none of the overdone techno you see a lot of in games lately. It also fits the style of the clan you’re playing. If you’re the Dragon clan, you’ll hear a pseudo-Japanese soundtrack. If you’re the Lotus it’s creepy, dark, and a perfect fit with the clan. The music becomes more exciting when battles start, but it still keeps to the theme of the clan you’re playing. And the basic question asked about a game soundtrack: Does it ever get annoying? Answer: In Battle Realms, no.

The sound effects are also great. Weapons make the proper sound when they strike, spells and Battle Gear also have their own, fitting, sound effects. The voice acting is excellent, in the cut-scenes as well as the unit responses. Overall, Liquid can’t do much better in the sound department of Battle Realms.

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Even if you can build a Peasant Hut next to a body of water, always build a well. Gathering water from a well adjacent to a Hut is always faster than gathering water from a natural water source.

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