Strategy Over Production - With a limited number of units at the player's disposal, victory is in the hands of the player who outthinks rather than outnumbers his opponent. 

Living Resource System - Peasants face a multitude of choices. Should they gather resources, construct buildings or perhaps train to become soldiers?

Unit Alchemy - Peasants may become soldiers. Soldiers may then become specialists in various disciplines or study and acquire new combat abilities.

Immersive Combat - All units have unique animations for all occasions, the fights are fluid and enjoyable to observe.

Retreat - Attempting to save as many of your units as possible is an important strategy. After a minute of rest, your units will be almost as good as new, ready to attack again. 

Running and Walking - Running offers players a number of choices: should they slowly sneak through the forest and save their stamina for special attacks, or should they run in and try to catch enemies off guard?

Strategic Surroundings - Fire consumes buildings if not extinguished, birds will give away enemy positions if startled, wild animals attack lone wanderers and boulders can be pushed to deal devastating damage.

Battle Gears - Unit abilities that were designed to give units versatility they wouldn't otherwise have. Each clan acquires its Battle Gears by different means.

Yin and Yang - By awarding Yin and Yang points based on performance in battle, the game incentivizes players to actually get out there and fight.

Zen Masters - Each clan has its share of heroic figures known as Zen Masters, their powers vary as widely as the heroes they stem from. Strongly connected to their particular alignment, Zen Masters benefit from the presence of Yin or Yang.

Forest - Forests are not obstacles, but rather terrain to be used. Troops can enter the forest and will be largely invisible to their opponents. Care must be taken when moving through the woods - move too quickly, and birds scatter from the trees, alerting enemy players to movement. 

Line of Sight - Gaining control of the high ground and forests is an important strategy, as shroud wouldn't allow players to effectively strategize. 

Weather - Rain slows the advance of all units, extinguishes building fires and helps rice regrow faster. Snow slows the rice growth and unit movement down.

Battle Realms is a fantasy real-time strategy innovation inspired by kung-fu movies and Japanese mythology. Players assume the role of the hero Kenji as they develop a village of peasants into a clan of highly specialized warriors. They must defend their village against barbarians, evil magicians and deadly ninja. The game puts the focus of gameplay on the battlefield and features detailed 3D environments, realistic weather effects and a unique battle gear system to advance the abilities of your warriors.


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The setting and characters of the game are clearly inspired by some of Hong Kong's most spectacular martial arts films--particularly the work of director/choreographer Tsui Hark--as well as some of Japan's action-packed comics and animated films, like the gory and stylish Ninja Scroll. The incredible fight sequences featured in last year's film Crouching Tiger, Hidden Dragon are also a good frame of reference for what you can expect from the battles in Battle Realms. Nothing is mundane in the game's fictional Far East-like world--even simple peasants can fight as trained martial artists should the need arise. All the game's various units and characters don't just stand adjacent to each other and hack away, as in most other real-time strategy games. Instead, they'll attack with a variety of moves and techniques and put on quite a show in the process. Thanks to the game's beautifully animated fully 3D units, not to mention the attractive terrain graphics and the overall detail found in the game, Battle Realms certainly looks impressive.

True to its source of inspiration, combat in Battle Realms can be quite chaotic. You actually have little control over your units besides being able to move them about (you can make them run by double-clicking), order them to attack, and initiate their special abilities if they have any. It's surprising that you can't do more with your units. They're very autonomous--they'll automatically rush to attack nearby foes, prioritize threats properly, and even switch between ranged and melee attacks as necessary. The pathfinding in the game is great--tell your units to go somewhere, and they will, stopping to fight any enemies along the way. But you can't set your units in formations and must instead move them as a rabble (though the rabble moves at the speed of the slowest unit in the group); and the pacing of the combat can be so fast that you'll just have to wait and see whether your forces survive. It can be very difficult to pull units out of battle, as they will seem to keep trying to lurch back into the fray. Also, since the game's units are large and tend to spread out when they fight, it can be all the more difficult to keep track of everything that's happening in a big battle, since it won't all fit onscreen.

Micromanaging the combat is necessary to sway the odds in your favor--individual units can have special abilities or equipment that can be used in battle to debilitate their foes, bolster their allies, and much more. Still, the breakneck pacing of the combat will often force you to simply use all of your special powers and abilities all at once, hoping for the best. But not all of the game is this fast-paced--it can take a while to bring enemy structures to the ground, during which time the enemy can flee with a few peasants and set up a new base of operations elsewhere, making the battle drag on.

The rally points are a good thing, but of course, you'll often want to pick and choose which units to make, as well as when to make them. This can be a bit of a hassle since the minimap on the interface doesn't distinguish between buildings, units, peasants, or much of anything. You'll just see a big, colored blotch to indicate the concentration of your forces. In reality, your buildings are huge and spread out. Once you've built up your town, expect to have to manually scroll around it a lot, looking for stray units. Fortunately, there's a prominent button on the interface for zeroing in on idle peasants (and also on battles underway or on buildings caught on fire). And you can queue up peasants or other units for training at particular structures. Only one unit at a time can train in each structure, but the rest will wait their turns.

Battle Realms' resource model is mostly very well designed, and the game has a lot of other great concepts as well. One is that virtually any unit can ride on horseback (though the Wolf Clan prefers to use horses for food). Peasants have a few additional roles, including repairing damaged buildings, putting out fires, and taming horses, which can be found out in the wild. These can then be brought back to a stable you've built, and any of your units can then use them as a steed. The animation of units on horseback looks simply outstanding. Units can fight with increased effectiveness from the mount, and the horse itself can even use a trample attack against nearby enemies. Horses also effectively give your units extra hit points (your units don't take damage until the steed is killed) and of course help you cover more ground quickly, but they aren't strictly necessary in battle.

Another option you have is to build certain structures that can outfit your troops with special limited-use equipment. This lets you upgrade units individually, but for an individual fee. It can give you a surprise advantage against an opponent unaware of the trick you have up your sleeve. For instance, the swordsman can purchase an enchanted glass sword that can kill a foe outright, but it shatters in the process, damaging the swordsman himself. Archers and other long-range fighters can purchase specialty arrows and darts. This equipment necessitates still more micromanagement. Not only do you have to individually equip your troops, but you also must keep track of who has what and when to use it, and there's no clear visual indication of which troop has battle gear. Still, using the appropriate battle gear is what will separate an advanced Battle Realms player from another, and this feature definitely adds some depth and a long-term learning curve to the game.

There are other ways to upgrade your forces. As you fight, you gain "yin" or "yang" points, depending on your faction. This roughly corresponds to battlefield experience, honor, or what have you. Typically, the farther away from your home territory when you're fighting, the faster you'll earn these points. This gives the aggressor the advantage so that players don't just resort to hunkering down, waiting for their opponents to make the first move. Yin and yang points can then be spent to upgrade certain classes of units--to make them stronger, more damaging, faster, have more range, and so on. It's another interesting facet of the game--you don't just buy unit upgrades as in other real-time strategy games, but you earn them by taking the initiative in battle. You'll have to pick and choose upgrades, especially at first, and depending on which units you improve, you can emphasize different types of units in your armies.

You'll eventually realize that a mixed army, including specialized melee fighters, archer units, a couple of healers, and maybe a support unit or two, will lead to the best results. Clans also have fire-starting units that are best suited for razing enemy structures. All four clans look and sound different (down to their interfaces), and they have very different units, different structures, and different battle gear. The resource model is the same for all four, though, as is the underlying strategy. But even though you'll figure out eventually which unit of each Clan does what, you'll wish the game provided more information about exactly what's going on. Battle Realms hides a lot of statistical information from the player--it's evident that there are different types of unit armor, different types of damage, and more. Yet it's unclear either from the game or from the well-written manual exactly how powerful each unit is, what certain upgrades do, and so on. Real-time strategy games such as Starcraft and Age of Empires II do an excellent job of giving you at-a-glance information on how powerful each unit is and what upgrades it has, giving you the raw data that helps you determine a good strategy. Battle Realms, with its decidedly unusual units, would have benefited from this approach. be457b7860

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