sacrifice review
This game is a brilliant hybrid strategy-action-RPG from Shiny. I played it
non-stop during the holiday break, finishing it 3 times. The game is
innovative, beautiful and fun, so I highly recommend it. (Below I offer some
critical observations, but that's just because, as always, I am very much
interested in the design behind good games; note that overall I really love
Sacrifice.)
In the game, the player controls a sorcerer named Eldred, recently arrived
in the game's unique world, who undertakes 10 missions for the world's 5
gods. For each mission, the god the player chooses to work for dictates the
next spell the character can cast and the next creature the character can
summon. Once you gain a new power, you keep it throughout the game. So you
can effectively build your character by making savvy choices as to which god
you want to work for each time.
There is some non-linearity in the game and in the game's story, in that
each time you get to a new mission, you have essentially 5 mission
choices--you choose one of the gods' missions, leaving behind the other 4.
Later you often hear what happened in your absence, because you opted not to
take the other 4 missions. (In other words, all the missions happen with or
without you; if you do not undertake a mission, another of the god's avatars
will undertake it and may or may not be successful.)
You interact frequently with the other avatars of the various gods. They
mostly stick to one god. For instance, The Ragman is one of the avatars of
the death god Charnel. As the player controlling Eldred, you can make him
stick to one god and develop a consistently themed set of powers, or you can
alternate and end up with an eclectic array of abilities. (For the first
play-through, it's my belief that Persephone is the easiest play-through;
her creatures and powers seem stronger and a bit easier to use for a new
player. Her trolls, for instance, regenerate, requiring less
micromanagement.) During my first play-through, I changed gods frequently.
During my second, I played for Charnel (Death). During my third, I played
for Persephone (Life/Nature).
At a core level, the game is all about securing new strategic areas,
reinforcing them and slowly expanding your control over a map. The player
has 2 forms of magic: spell-casting and summoning. (In the game, casting
spells costs mana. Summoning creatures costs mana and a specific number of
souls.) You can cast spells (shielding your wizard, healing creatures, et
cetera) or you can summon a wide variety creatures and give them orders
(guard, attack, defend, follow, et cetera). As the player makes progress, he
gains new manaliths, new creatures and a greater supply of mana.
Specific areas of the map are ingeniously made strategically valuable in a
variety of ways. (Minor rant: many games claim that the terrain has
strategic value when it actually does not--the game might as well be played
on a flat plane with a few obstacles to circumvent. It's nice to see that
Sacrifice avoids this to a great extent.) Manaliths--geysers of magic
energy--are sources of mana that can be capped and used by one wizard or
another. If the player caps a manalith, it's his, and he can mystically tie
creatures to it as guardians. Manaliths are made strategically valuable in a
variety of ways: The player heals and regains mana more quickly near a
manalith. The player--if he dies and becomes ethereal--usually needs to
return to a manalith (or similar spot) to reincarnate. The player's
creatures regenerate and are tougher if tied to a manalith as guardians.
Also, the player can teleport to any of his own manaliths and his altar.
These things make specific spots of the map matter *mechanically* (not just
fictionally). Another example: Villages are populated by villagers, which
can be slaughtered for their souls.
One play-style notion to keep in mind is that Sacrifice plays best as an interupt-based game. That is, most of it flows at real-time, but periodically the player should pause combat (cntrl p) to make unit adjustments, attack different targets, can spells, evaluate the health of his creatures, etc. The game works far better when the player uses this method frequently.
Mostly, my play style was as follows: Start the mission securing my own
altar and nearest manalith. Run around collecting any unclaimed souls.
Survey the land some. Move to the next manalith (trying to choose one at a
strategic bottleneck location) and fight to secure it. Use the most recently
claimed manalith as a staging point for my next rush. As I would win
battles, I would collect the souls when possible and build up more forces.
(The game played, for me, more like a squad-based strategy game than a
standard RTS.) Periodically, I would teleport to a spot where the enemy
wizard was attacking one of my structures to defend it.
The sound effects and art direction in the game are excellent--some of the
best all year. The game manages to use recognizable staples of fantasy
fiction without being cliché. (The world is really refreshing.) Some of the
environmental effects are literally the best I've ever seen in a game. (The
first time my character and his minions were sucked up like Dorothy in a 200
meter tall tornado--swirling around and around, before finally being dropped
from the heavens--I was left breathless; now *that* is a transcendent gaming
moment. Similarly, the other high level spells are all accompanied by
powerful aesthetics, visually and aurally. Wait until you cast Mean Stalks
for the first time.)
One knock I've heard regarding the art direction is that it's often hard to intuitively understand the nature of a unit based on its appearance. This is, in part, due to the fact that not all the units are cliche (or staple) fantasy characters and units. To counter this, the player's assistant (his familiar) provides information on any new creature in a mission. Also, once the player understands the basic combat model, this problem is mitigated: range-attackers are good vs air units, air units are good vs melee units and melee units are good vs range-attackers. The game's barrier to entry is hurt somewhat by these things, but after playing for a few hours and coming to understand all this, I restarted and seemed to hit a 'sweet spot' from a playability standpoint.
For reference, I have a fairly good system (Pentium 2 450, 256 megs RAM and
a Prophet II vid card), and the game ran really well. The world terrain was
gorgeous and fast. Not sure how the game plays on older machines.
MINOR ISSUES
I have to point out that if the player is not aggressive enough, some
missions become a war of attrition. A battle occurs, an enemy (AI) wizard
loses the fight, most of his troops die and he retreats. This should shift
the game in favor of the victor (the player). That is, the player should be
able to collect the souls of the dead and move on. However, what usually
happens is that the defeated wizard sweeps back in (often using a haste
spell or healing himself on the fly, so as to stay alive) and collects the
souls of his fallen creatures. Then the wizard retreats again, leaving the
game at a stalemate; no one has advanced, really. Both sides often end up
with the same number of souls as when the fight started. This almost
works--if the player is fast enough, he can collect up some of the free
souls before the enemy wizard does. I believe that the game would work
significantly better if the time required to collect a fallen enemy soul was
cut roughly in half.
The game *badly* needs an Unsummon (or Banish) feature that allows the
player to dissolve his own creatures at will. There are many times when this
is needed for whatever reason. To accomplish it, the player has to use his
other units to kill the unit he wants to unsummon, which feels degenerative
and sometimes takes a while. I know this would have been a powerful tool
(that, hey, could have been exploited strategically), but this could have
been balanced if the unsummon feature was another spell or ritual that cost
mana and required time.
The manual is poorly organized and cluttered with too much fiction. Spells
and creatures are all scattered out, instead of being grouped
alphabetically. Some creatures--whose powers the player needs to
understand--are not even listed. Not a big deal, but annoying. (More
developers should work with the cluebook/game manual writers at Incan Monkey
God here at in Austin. Highly recommended. http://www.incanmonkey.com/.)
WITCHBOY'S WISH LIST
I wish weather mattered, strategically. I wish it affect damage types. (Like
maybe rain storms could cut fire attacks in half, but double lightning
damage radius. Maybe some creatures could thrive in hot or cold weather.)
I wish day changed to night dynamically and mattered strategically. (Like,
maybe some creatures could have double strength at night.)
I wish the mission designers had set up more interesting mid-level mission
goals. (More mission goals besides 'kill the enemy wizard.')
I *really* wish in single player mode I could dictate more about my
character--his (or her) appearance and initial attributes, for instance.
OVERALL
Sacrifice is one of the best games of 2000. It's equal parts immersion,
exploration, high-fantasy, story, strategy and aesthetic appeal, and it's
one of my favorite games of the year. Way to go, Shiny. Everyone should buy
a copy of this game. (Which includes multiplayer support and shipped with an
editor, allowing players to create their own maps.)
-witchboy
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