Disciples III: Renaissance


I'd love to be able to start this review by telling you about the time in Mission 4 I was held hostage by a talking codpiece, or the bit in Mission 7 where I fought undead tapeworms inside the gut of a flatulent troll princess. Sadly, I can't. Nothing anywhere near that anecdote-worthy happened to me. Though Disciples III is mechanically very similar to the fabulous King's Bounty, it doesn't have any of that game's wit, energy or quirkiness.

That isn't to say it's not deserving of your precious time. Disciples III's face might be po, its laces strait, but only the most ardent fantasy hater or inflexible Heroes of Might and Magic aficionado could actively dislike its hearty turn-based mixed grill of exploration, character cultivation and hex warfare.

Whether you're playing one of the trio of hefty campaigns, the hot-seat multiplayer or the lone single scenario, you start off feeble, ill-equipped, and surrounded by darkness. Level maps are crammed with SSSSSSIs (Sites of Special Sword, Sorcery, Stat or Supply Interest). Creep camps, resource-producing settlements, loot hordes, buff buildings, and crawlable dungeons... you can't move your party ten paces without them stumbling on something clickable.

As you push deeper into terra incognita, neutralising opposition and claiming the all-important guardian nodes, the stone and gold necessary to recruit new personnel and build city structures streams into your storehouses. The mana required to learn and cast spells and create runes also accrues. Before you know it, you're leading a gang of strutting toughs with more hitpoints than they know what to do with and scoffing haughtily at the thugs, wolves, and giant spiders that once turned your blood to ice.

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