Divinity: Dragon Commander Review
Meet Puff the progressive dragon.
So a woman, a one-armed man, and a lizard with a monacle
walk into a bar and start discussing same-sex marriage... Ok, let me
back up a second.
You know how people say that things like religion and politics are best left out of conversations with friends? Divinity: Dragon Commander
puts these concerns front and center, and places you in the hot seat to
make all the tough calls, delivering a real-time strategy experience
that, though lacking refinement in some areas, makes your decisions in
the throne room as important as the ones on the battlefield.
Jumping right into an AI skirmish to get a feel for the
mechanics first, I was initially unnerved by what I saw. The lack of any
fog of war, combined
with the wide-open tech tree, made
combat feel spineless and unstructured compared to the precise builds
and attack timings of StarCraft 2 and the like. The art direction is
similarly haphazard, with pastel and base colors fighting a little war
of their own while I tried to reconcile the steampunk unit designs with
their arboreal, fantasy surroundings. After being all but slapped in the
face with a generic looking “VICTORY!” screen, and being spat back out
to the main menu, I anticipated a long, bumpy road ahead of me.
Thankfully, things began to improve once I fired up the
single-player and multiplayer campaign modes, where the real-time
battles benefit from the much larger context of a turn-based war. It
starts on the strategic map, where you'll see continents and territories
spread out before you, ripe for the conquering. With a variety of
structures to erect that generate yet more resources, including a slew
of battle-turning strategy cards, and a need to generate units to defend
your growing territory, there's enough to spend your money on that
every penny earned has value. I never felt like I had quite enough
resources to become complacent, which lent a refreshing sense of
importance to my actions.
If you're playing either the custom or story campaign, that
importance bleeds over into your post-turn dealings on your flying
fortress, the Raven. When you aren't busy mulling over which units and
upgrades to research, you'll be at the bar, where your motley crew of
generals can usually be found bickering about something or other until
you step in to settle things. Maybe you challenge them to work better
together, or perhaps you enable their personal squabbles. Either way, it
informs how they develop as leaders, which in turn affects what they'll
excel at when you entrust a battle to them. These quibbles can be
entertaining for sure, but it's when their beliefs start intersecting
with your political dealings that things get truly interesting.
Each of the six fantasy races has a representative in your
cabinet and as you can imagine, they can’t agree on anything. The
happier they are, the more support you can expect from their respective
nations, but no matter how hard you try to satisfy them all, you simply
can't – and that's the true joy of the system. Everything from religion
in the school curriculum to government regulation of banking, same-sex
marriage, and wage equality across genders will come up, and they're all
presented in such even-handed, multi-faceted ways that even your
strongest convictions may be challenged. How long will your beliefs
remain intact when you have a war to win and allies to placate? I found
myself wondering that a lot, but Dragon Commander wisely avoids
answering on moralistic terms. In the end, the sword is your only judge
and the only wrong choices are ones that lead to defeat.
And with all that framework and structure in place,
suddenly the combat comes into its own as the fast paced, simple fun
it's intended to provide. The AI isn't exactly genius level, but it
doesn't have to be in order to meet you in the middle of the map for an
all-out slugfest, which is what you'll inevitably be doing. Huge
deathballs of units (reminiscent of Total Annihilation) collide
amusingly while you assume direct control of your dragon, whose
customizable ability bar allows him to act as something of a hero unit.
Laying waste to armies as a dragon doesn't quite elicit
immediate thrills though, owing mostly to how cumbersome it can be to
order your legions about whilst in dragon mode. A heavy reliance on
awkward hotkey combinations keeps things from ever feeling truly fluid,
but once I got used to it, commanding the many unique and powerful units
while swooping about and raining death on my foes proved to be a unique
sort of fun. As a stand-alone RTS experience, its focus on going
wherever your enemy is and getting bloody with them might have rung a
bit hollow, but as one cog in a much bigger, more intricate machine, it
works quite well.
That's really the rub with Dragon Commander – just past its
problems there's always something worthwhile. The in-battle visuals
and UI may be lacking, but the rest of the art direction fares far
better. Combat seems ungainly, even sloppy until it clicks, and then you
can become a godless killing machine. Even the characters seem like
one-dimensional, extremist caricatures until...well they actually are
one-dimensional, extremist caricatures, but that's sort of the point.
They're intent is merely to push and pull at your belief system until
you question your decisions, and the savvy writing and voice work allow
them to do exactly that.
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