- Summary: A true reincarnation of the legendary series! The Almighty has turned away from Nevendaar and its denizens. He is busy thinking about the fate of the world. Above Nevendaar, rent by perpetual wars, a new star flashed out. What will it bring with it? Who will claim its great power? Immerse inA true reincarnation of the legendary series! The Almighty has turned away from Nevendaar and its denizens. He is busy thinking about the fate of the world. Above Nevendaar, rent by perpetual wars, a new star flashed out. What will it bring with it? Who will claim its great power? Immerse in the struggle of four powerful races!… Expand
Positive: 0 out of 1
Mixed: 1 out of 1
Negative: 0 out of 1
Mar 2, 2014The game suffers from some pacing issues, both with a mostly unexciting and forgettable campaign tale and some very high XP requirements for unit progression, but it’s also got redeeming qualities in a great visual style, distinct faction playstyles, and a plethora of strategic unit options.
Positive: 0 out of 4
Mixed: 0 out of 4
Negative: 4 out of 4
Sep 12, 2015This game is - for me - a prime example of failed compromise (meaning, everyone looses) and style over gameplay.
Now - why is it failedThis game is - for me - a prime example of failed compromise (meaning, everyone looses) and style over gameplay.
Now - why is it failed compromise?
It seems that the devs looked at the main competitor (HoMM) and thought "lets do it like them..." and so the combat was changed from the board like disciples 2 concept to a tactical board similar to Crossroads, Armoured Princess or HoMM. The problem there is that the implementation of this kind of combat feels poorly done in disciples, which has always been much more "party based" than "army based". In HoMM you get strength by adding weekly stacks, in Armoured Princess ... similarly by adding to the stack quantity. In Disciples however you strengthen your "stack" by earning exp and evolving along a unit tree.
Furthermore - the AI does not really analyze the map in order to utilize it properly. It is among the "dumbest" combat AI i have encountered for some time in such a turn based game - and only poses a threat by pitting stronger units vs. a weaker party.
Another problem is most certainly the idea of AoE attacks/assists - which simply do not work well on the convoluted combat maps of Disciples 3. The AI also seems to fail to use those AoE properly.
Style over gameplay?
The style of the game is very nice - and uniquely dark gothic. And although the graphics begin to age - the design is solid enough to hold up. However - There is something wrong with the scaling. And by wrong - i mean ... they try to keep it "right". Structures and objects on the world map are properly big compared to the hero ... not realistically big - but bigger than ... lets say - a symbolic representation (as used in the HoMM series).
The result is that maps feel cramped and stuffed with so much that there does not seem to be much room to move - at all. Tall structures (trees, towers etc. ) also tend to "stick out" so much that they not only obscure the view just a bit too much - but also make it very hard to see any surroundings. In a game where strategical movement based on very limited movement points is key ... organization is crucial - and the game fails at that.
There are still good sides to the game that ... in case there will ever be a Disciples 4 ... might revive the franchise. The unit evolution trees are very nice - and it is a huge treat to see your units evolve into a new class after so many battles.
The style is mature and dark (although Disciples 2 was just 10 times better despite or maybe because it used much nicer 2d graphics) - the music and lore of the units is great.
Well, personally - i hope that the Disciples 2 combat style makes a return and replaces the stupid hex based combat arena - if i want to play that kind of game - i d rather load HoMM - which does the whole affair just so much better.
The world map needs to be better designed and the AI needs to be loads smarter. (i am not saying that HoMM has a much better AI - as far as i know... the AI there cheats ... but its simply does not feel that dumb)
So - all in all .. the latest Disciples release gets a 4/10 - mostly for the joy of unit evolution and unit design. Had it have the old combat system - i d easily give it an 8/10 (if it was just as good as D2)… Expand
Sep 13, 2014They didn't bring back the old battlefield system. There's the load of bug fixes, but some unnecessary gameplay fixes are just infuriating. IThey didn't bring back the old battlefield system. There's the load of bug fixes, but some unnecessary gameplay fixes are just infuriating. I mean, how many levels an unit had to get before getting upgraded?
Not worth getting if you expected anything similiar to previous Disciples games. Disciples 2 is still the king.… Expand
Apr 1, 2015Disciples III: Renaissance is not that great of a game, neither was the expansion Resurrection. And now, Disciples III: Reincarnation is out,Disciples III: Renaissance is not that great of a game, neither was the expansion Resurrection. And now, Disciples III: Reincarnation is out, and it still is not that great . Although it has the same amazing visuals and soundtrack, the combat has gotten MORE unintuitive, with some truly baffling overhauls. And somehow, they did what I had thought was impossible, and made the voice acting even WORSE than the first two attempts. It's clear that there was an attempt to return to the style of Disciples II, but it was a laughable failure. I wouldn't recommend this to the most hardcore Disciples fan.… Expand
Jun 1, 2014I can't belive this, but they made a worse game than Reinassance. How is that even possible?The only reason I bough this game is because theyI can't belive this, but they made a worse game than Reinassance. How is that even possible?The only reason I bough this game is because they promised it would return to the combat system of the first two games. But the only major "improvement" they made was to make the combat map smaller. But the worst part is that now a unit needs to gain 3 levels instead of one in order to be upgraded to a stronger unit. So that means even more griding, even more time spent in the horrible combat system. And don't even think about switching to auto-combat because in the rare case the stupid AI actually wins a fight most of your units will be left either dead of gravely injured. Now I know there was a lot of griding in the first two games as well, but there the combat was fast-paced and fun; here it's just a chore. The only good thing I can say about this is that it doesn't have major bugs compared to Renassance and Resurrection, or at least none I could notice during the 60 minutes I suffered playing this shamefull installment in a once great series.… Expand