Demigod preview
Posted in Preview on March 28th, 2009 by ZekeDMSOkay, this one is a little odd. Not that that’s a bad thing, mind you. A combined force of Chris Taylor and Brad Wardell (and their respective dev teams of course) have been working on something very unique, and it works very well.
Demigod touts itself as an RTS, the kind you can pick up and play a whole game of in 30 minutes (at least that’s the expectation, the game is being balanced and refined until launch, and knowing Stardock, beyond). It’s a hero based RTS, in some ways. Players control areas, destroy buildings, there’s lots and lots of doods in pre-built bases. But there’s very little reinforcing of what’s already there, or building really. A few characters can lay mines or summon temporary fortifications, but mostly once it’s gone, it’s gone.
But in other ways it’s an action RPG, with players controlling a hero unit and attacking the hordes and other heroes with special powers they gain through experience, earned by killing doods, taking flags, and destroying other hero units. Spells and swords, hacking through hordes.
And to top it off, it’s a musou game (think Dynasty warriors). Players control a massively powerful hero unit that runs around to help the AI doods who do their own things and can turn the tide of battle for them. They use special powers and raw offensive ability (or the ability to reinforce troops or weaken enemy morale), destroy massive groups at once, and are mostly unthreatened by non-hero units unless they’re in large groups.
Gameplay in Demigod is fairly simple to get into, but has plenty of depth and strategy once the matches get going, which doesn’t take long at all. Units start pouring out of spawn portals, demigods rush out toward flags after maybe spending a little money on an upgrade, clashes begin immediately and things get nasty. Demigod is action from the get-go, with only occasional breaks to catch an unwatched flag or retreat to heal. There’s a back and forth feel at points, and it’s easy to get caught in bottlenecks or for a battle to get stuck at a point, but that’s when demigods make the difference. Smart players will flank, use skills properly, and open up new paths by helping to destroy local enemies and allow their forces to push ahead.
Ultimately that’s Demigod‘s current state, a constant back and forth push, and once someone has momentum it can be very hard to stop them, but once it’s lost, breaking that stalemate becomes the challenge again. Since every demigod plays differently, how that’s done is going to be different most of the time and rarely an easy proposition. The maps are well balanced (essentially symmetrical), the game is based on getting 4-12 players together for team matches, and the community, at this point, is pretty friendly. The fact the game is based on teamwork doesn’t hurt, and that it’s only expected to take 30 minutes for a full match seems to cut off rage quits surprisingly well.
So far, I love it. I’m learning new things with each game, and everyone has a style of their own. By putting the focus so specifically on the main units the game plays much smoother than others in the genre. Don’t get me wrong, I love building up a huge base, holding off attacks and facing epic battles, but sometimes I just want to kick some ass. Demigod respects that, and encourages me to do it. It doesn’t have the intellectual satisfaction of pulling off major gambits, winning drawn out tactical battles, but it does have a visceral joy of wrecking tons of enemies, being the epic hero and doing battle with other epic heroes, leading your forces to victory.
While there’s still refinements to be made since the game is in beta, I think it’s going to be well worth the $40 price, especially with the meta-tourmanent for people to participate in, and likely long term rewards like favor items.
To put it simply, if this was the final version, I’d recommend it fully.
