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In order to harvest more resources you will need to expand. Explaining the concept of outposts a little bit more, Grimlore said: "Every sector has just a limited set of resources. The RTS elements came into play when we started talking to the armies that showed up, and discovering outposts as we walked around the map, setting them up at regular intervals to 'dominate' the land.
Spellforce 3 demo full#
On the RPG side we created a special skill tree that full focuses on supporting your economy or armies with abilities from your heroes."
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That's why we came up with the in-direct worker mechanic feature that takes away the time that is normally spent on micromanaging workers, to allow more time for the exploration side of the RPG gameplay. We also wanted to offer systems with more depth than in the previous SpellForce titles.
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Grimlore Games themselves explained this to us, saying: "Our philosophy from the start was that both elements shouldn't be on their own, but rather should support each other in a natural way.
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While at a THQ Nordic event in London recently, Gamereactor got to try Grimlore Games' Spellforce 3, and during our time with the game, in which we were plunged into a section partway through the story, we noticed a number of things, most clear of which was that this wasn't just an isometric RPG as we know them to be.Ī big part of this is how the game blends both RPG and RTS elements.
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