These raids are by far the weakest parts of the game. To conquer another faction’s territory, you must choose three (out of an eventual five) heroes to fight against AI troops in MOBA-style gameplay. The other main part of gameplay in Champions of Anteria is the raid component. The differences of the various research branches feel only skin deep, and not actually significantly varied. This mix of freeform strategy and branching research trees may sound like Champions of Anteria can be played a number of different ways, but in the end the strategy component feels overly simplified. Improvements to your kingdom and heroes is done through a tech tree with branching paths of focus. Players are free to attack the rival factions in any order they want, however the strategy sections are broken up into rounds, meaning that as you attack one faction, the others are growing more powerful and/or invading your kingdom. This section of the game is fairly freeform. Players view a world map of Anteria, from which they can upgrade their own kingdom as well as conduct raids into the three rival factions’ territories to conquer their lands piece by piece. The strategy parts of the game play out much like the Civilization series of games. The plot and characters are certainly aimed to parody the standard dungeons and dragons archetypal story, but it feels uneven due to the fact that the humor is isolated to the cutscenes and never carries over into the actual gameplay. This is the basic setup for Champions of Anteria’s narrative and gameplay. One day, while on a seemingly routine mission of clearing bandits out of a town, they draw the anger of the evil mage, Kalen Daark, and it falls to these heroes to conquer the surrounding factions and unite them against Kalen Daark. These three heroes travel the countryside of Anteria, righting wrongs when needed. Instead of delivering a fresh mix of strategy and RPG the bad AI, poor level design, and lack of gameplay depth make Champions of Anteria feel shallow and undercooked.Ĭhampions of Anteria begins by introducing Vargus, Anslem, and Nusala three heroes who respectively fill out the archetypes of warrior, mage, and rogue. However, in the end this mix of play styles makes Champions of Anteria feel like a game that can’t decide on what it wants to be. But despite all of this Champions of Anteria isn’t really trying to be the next big MOBA it’s single player only and the gameplay has a large real-time strategy element. Much of Champions of Anteria plays like DotA, as you control three heroes from a bird’s-eye view, each hero has a number of special attacks to employ during battle, and the game’s entire look feels completely lifted from Blizzard’s aesthetic. This is what Ubisoft’s Champions of Anteria feels like, however rather than creating a carbon copy of DotA it appears that Ubisoft is making an attempt set themselves apart from the pack. With the huge popularity of DotA style games, it isn’t taking long for various publishing companies scrambling to pump out their own versions of this game style. The modern multiplayer online battle arena games, such as League of Legends and Heroes of the Storm, were all built off of the DotA (Defense of the Ancients) model, which began as a mod for Warcraft 3: Reign of Chaos.
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