Dragons and jetpacks, Civilization and StarCraft. Mixāem all together and what do you get? Divinity: Dragon Commander. Okay, itās a bit more complicated than that, but those are certainly the core elements at play when discussing Divinity: Dragon Commander. Itās not quite a real-time strategy game as complex as StarCraft, and itās just shy of being as big-picture as Civilization. It does have jetpack-wearing dragons, however, which sort of puts things in perspective. I mean, what else really matters? The single-player mode in Divinity: Dragon Commander sets up a decent plot about a being who can transform into a dragon who is disputing with its other, equally crazy siblings. The story portrayed through the cutscenes is certainly well told, but serves as more or less a justification to go from one map to the next. Though the tutorials donāt do much to explain this, Divinity: Dragon Commander is a mix of board game-style territory control (a la Risk) and real-time strategy (RTS) battles. The majority of a āmatchā will have players moving pieces around a game board in an attempt to control and dominate as much of the map as possible. The biggest problem is that the tutorial doesnāt even attempt to explain any of this. After watching the multitude of tutorial videos, itās easy to assume that the game is only an RTS game, as it doesnāt touch on any of the mechanics associated with the board game portions of a match. When first confronted with the board, some tooltips are displayed to help explain things, but they are incredibly insufficient. The tutorials for the RTS elements are also insufficient, as is the case with just about every non-interactive tutorial. There is a āTraining Groundā that allows players to screw around as they please, but it does little in the way of actively teaching anything. The board game portions of the game take place in turns and require a ābig pictureā type of thinking in order to play effectively. Two types of resources are up for grabs: gold and resource points. Occupying various areas on the map will add to the amount of resources gained per turn, the exact amount being displayed on the territory itself. When a battle occurs, the player has the option to choose a specific general, each with their own playstyle, to auto-simulate the battle and play the odds, or they can control the Dragon Commander and head into battle themselves. The battles play out like many other real-time strategy games, but with one twist: the player can take control of a jetpack dragon and partake in the battle themselves. Doing so is somewhat limited; there are a couple of minutes in the beginning of the match in which the dragon cannot be spawned (it takes resources, which you donāt yet have, to spawn the dragon), and there is a brief period after death in which the dragon cannot be spawned. The dragon has specific abilities at its disposal as well, each with its own separate cooldown. As for the non-dragon RTS mechanics, battles consist of vying for resources called Recruits. Recruits are gained over time as long as the player has Recruitment Centers built on top of certain locations around the map. These locations are neutral in the beginning of the map, and need to be captured by having at least one unit nearby. The beginning of the match is incredibly important as players have limited units and must try to capture and hold as many build locations as possible, both for Recruitment Centers and unit-producing buildings. The RTS controls do feel a bit clunky when compared to the standards of the genre. Intermediate tactics like control groups can be utilized, but most units move way too slowly to micromanage effectively. The true highlight of the single-player campaign is what happens in between turns, aboard a ship called the Raven. This is where the diplomatic elements come into play, as a group of five diplomats will constantly bug the player with proposals and recommendations as to how to run a country. Each diplomat represents a specific race: Undead, Elves, Dwarves, Lizards, or Imps. Making certain decisions will alter how each race feels about the player, so balancing the favor of each race becomes quite the juggling act. The Raven is also where players will spend their research points. These points, accrued each turn, can be spent on new units and unit abilities or on new dragon abilities. Deciding where to spend research points is no easy feat, as doing so can drastically alter a playstyle. One player might want to spend heavily on their dragon, making each player-controlled battle that much easier, while someone else might want to focus on their army and let their AI generals auto-simulate the battles. A good amount of humor is peppered throughout these interactions. One turn you may be asked to legalize an Elven herb with āhealing propertiesā for medical use and the next you may have to pick a wife in order to form a political marriage with one of the races. There are plenty of goofy situations and decisions to be made, which are only made funnier by the fact that the council is completely serious about these proposals. A lot of polish has gone into the interactions that take place aboard the Raven. Most of the dialogue is well written and can be genuinely funny instead of relying on cheap jokes for laughs. I continually found myself spending more and more time talking to the NPC characters simply because I wanted to read more of their dialogue. It is, of course, also possible to take the battles online against honest-to-goodness humans. The Raven doesnāt make an appearance in any multiplayer mode, since chances are people would spend forever in between turns, but its absence is made up by the presence of dragon-on-dragon battles. The voice work of Divinity: Dragon Commander deserves special mention. With so many different characters aboard the Raven, the voice acting was immediately a cause for concern for me. Luckily, each character performs well and it is a joy to talk to each and every one. Sure, no one characterās voice actor stands out as particularly amazing, but the sheer virtue of not having a single character grate on the nerves is not to be understated. Divinity: Dragon Commander is a prime example of a game being bigger than the sum of its parts. The RTS elements are a bit rough, but at least itās possible to control a dragon with a freaking jetpack to blow stuff up, while the boardgame-esque territory map requires players to think of the big picture. Talking to the colorful cast of NPCs aboard the Raven in between turns in single-player was easily one of my favorite non-dragon parts of the game and really highlights the writing and wit that the Divinity series has come to be known for. The tutorial needs a lot of work and the game isnāt very friendly to colorblind players, but Divinity: Dragon Commander will certainly unleash the dragon strategist in all of us. Verdict: 7/10
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