Battleforge Preview
EA Phenomic tempers a new take on real-time strategy. Think Magic: The Gathering with real-time battles and you get the idea.
Date: Thursday, August 28, 2008
Author: Tracy Erickson

  • Game: Battleforge
  • Platform: PC
  • Publisher: EA
  • Developer: EA Phenomic
  • Genre: Card Playing Real-Time Strategy
  • Release Date: October 7, 2008
  • Why You Should Care: Innovative card-based gameplay; great suite of multiplayer modes; resource management kept to a minimum
  • Why You Should Worry: No definitive single player campaign; additional cards must be purchased via booster packs.

  • Real-time strategy games are undergoing an identity crisis. Following a slew of inventive titles, the genre has been subject to stagnation. Efforts to kick start strategy games have ranged from retooling the basic mechanics of the genre to porting titles to consoles. Last year's lauded World in Conflict proves the former to be more effective, especially given poor sales and critical panning of console ports. Battleforge follows in the spirit of that very cause, revisiting the genre's fundamentals with an innovative twist to its gameplay. Focusing on multiplayer and a wild new card-based battle system distinguishes it as one of the few real-time strategy games risking innovation.

    Straying from the campaign-focused real-time strategy games of late, Battleforge takes all of its gameplay online. The game's high fantasy universe puts you in the middle of a never-ending struggle between maniacal gods bent on using humans as pawns in their petty fights. While single player missions are available that shed some light on this intriguing premise, the bulk of the game lies in its multiplayer where competitive matches allow a maximum of twelve players on a single map. Four teams of three apiece can duke it out, although it's more likely that most matches will stick to head-to-head duels. There will also be pay-to-play tournaments that require purchasing a ticket for entry. Complementing the standard competitive options are cooperative missions available for up to four players. During our demonstration, we toured a four-player coop map entitled "Bad Harvest."

    Like any strategy game, drafting units into the fray requires resources. In Battleforge, however, cards are your primary resource. Capturing special summoning orbs and accumulating energy allows you to put cards into play; in essence, summon units onto the battlefield. Each card comes with two specific requirements for activation: possession of orbs and of a specific color, as well as an energy cost. Five different colors of orbs: red, violet, blue, green, and white--correspond with the game's elements, so if you want to summon a Flamechanter you'll need to capture at least one red orb. Additionally, the creature demands 100 energy, so paying that small fee is necessary before he'll hit the field. Possessing one elemental orb enables you to summon basic creatures, whereas capturing additional orbs of the same color grants the ability to call forth more advanced units.

    Along with creatures, cards determine your ability to cast magical spells. Just like regular units, spells require possession of a set number of elemental orbs and energy as noted on the card. The energy cost of a spell is usually higher than that of a creature at the same orb level, mainly due to the destructive power of the spell. Inferno, for example, rains down a series of meteors in a designated area for massive damage. Of course, it looked mighty impressive too with gorgeous fiery trails streaking through the screen as enemies were pelted with the molten meteors. Other spells include the water elemental Coldsnap and terrestrial Shaking Earth.

    When you purchase the game, you'll receive a starter deck. Additional cards must be purchased via booster packs to be available on the game's online store. You're also welcome to trade cards with others online at the auction house and it's possible to win new cards after a successful battle. The hope is to encourage you to spend money on picking up new cards to bulk up your deck. Each booster pack is certain to have at least one "rare" card but spending real money on random cards is always a dicey proposition. We're hoping the trade feature works well because there's a pretty large contingent of gamers who abhor the blind booster pack idea. A cynical gamer might ask -- are these new cards truly needed or is it just a money making scheme so players get new toys? We'll have to see how this all shakes out.

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