Divinity: Dragon Commander Review

Written By Kom Limpulnam on Sabtu, 10 Agustus 2013 | 21.50

Divinity: Dragon Commander is an unexpected delight. This prequel to Larian Studio's Divinity series of role-playing games skillfully merges real-time and turn-based strategy with RPGs, arcade action, and the cutthroat world of politics (both modern and medieval). Somehow this mixture works--and it probably has something to do with the ability to play as a jetpack-wearing Dragon.

While blazing around as dragon is certainly fun, the intriguing part of the game is the campaign's role-playing aspect. The story follows the exploits of an unnamed half-human, half-dragon prince who must defeat his depraved siblings to seize control of his late father's war-ravaged empire. In between turns on the strategic map, you traverse your ship and converse with the characters on board in a manner similar to Starcraft II, except that in Dragon Commander, these interactions are fleshed out with options and consequences. Early on, you receive a retinue of generals, each of whom has personal issues. How you handle these can benefit the empire, improve a general's stats, or, conversely, cause major problems for the war effort.

Emperors-to-be must also delve into the cutthroat world of politics. The various non-human races of the empire send emissaries to the royal court, and their support can impact the war. The undead are religious zealots; the dwarves are plutocratic capitalists; the lizard folk tend to be liberals who promote individual freedom; imps are simple technocrats; and elves are radical egalitarians and staunch environmentalists. Every few turns, there is a council meeting where legislation is brought up for the emperor's consideration. These issues tend to mirror contemporary political concerns like gay marriage, euthanasia, medicinal marijuana, gun control, and genetically modified foods. Each ambassador gives their take on the legislation, and you must choose between your own personal positions, the seemingly greater good, or the most popular position amongst the council members.

While decisions often merely affect relations with different races, some have tangible strategic effects, like a conscription law that reduces the cost of purchasing units. These laws can lead to humorous situations beyond the always-amusing impotent rage of displeased ambassadors. For example, you could follow the elf line and agree to allow trade unions, increase the pay of workers, and give them state funded holiday--and then go along with the imps' plan to lobotomize workers for greater productivity.

Another noteworthy aspect of the story is the royal marriage that you must take part in. At first, the choice of a bride influences race relations, but eventually, there are story segments in which you can sway your chosen bride. For example, as per elven customs, the elf princess is a strict vegetarian and environmentalist, refrains from the consumption of alcohol, and opposes personality cults due to her egalitarian ideals. Through conversations, she can be turned into a meat-eating alcoholic who poses nude for statues of herself and supports genetically modified foods. Then, her corruption complete, you can sacrifice her for personal gain and move on to the next wife.

Outside of these political aspects, Dragon Commander's campaign is similar to campaigns from the Total War series. There is a turn-based strategic mode where you build armies and buildings, conquer provinces, earn cards that affect battle, buy unit and dragon upgrades, and make combat moves. Rivals are defeated once their capitals are conquered and all of their remaining land, gold, research points, and units fall under the player's control. Once all enemy capitals have fallen, the game enters the next chapter and a new map. Unfortunately, this is an often disappointing transition, as the player unceremoniously drops into a new campaign map without a hard-won territory's cash, research, and card flow. This frustration can be avoided by banking gold, points, and cards before crushing the last capital. Incidentally, banking is also a good way to get more opportunities to boost (or destroy) race relations.

Unoccupied provinces fall without a fight, and capturing neutral territories bequeaths you with free units. However, most turns involve at least one battle. You can either resolve combat automatically or fight in RTS mode, but you must make this decision carefully, because the dragon commander can only fight in one battle per turn. Likewise, the generals may only lead troops in one auto-resolved battle per turn, which leaves most battles in the imperial army's hands. Before combat begins, the game displays your chance of winning the engagement. This can be altered by selecting a general to lead the combat and playing various cards that grant advantages like mercenary troops, buffs for particular types of units, or the use of dragon powers that have not been researched.


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