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Eurogamer has posted the second part of their Etherlords interview. They talk to Nival Interactive to learn more about single player campagins and multiplayer options. Here's something about single player games:
At the heart of the game is a pair of story-led campaigns, each featuring two allied races. It's not as clear-cut as good against evil though, and Nival's Alex Dmitrevsky told us that the races "all have their drawbacks and advantages, and all four are ready to betray their allies in order to reach the final goal - the absolute power of the White Ether magic".
Throughout each of these campaigns you will alternate between controlling the two allied races, giving you a wider range of heroes to develop and spells to learn. But unlike most other games in the genre, these characters and their abilities won't carry over from one mission to the next. "In fact, a player is not supposed to associate himself with a hero, but with the Lord of the race", Alex explained when we questioned him about this.
In games like Heroes of Might & Magic developing your characters over the course of a campaign is a vital part of the game, but in Etherlords the heroes themselves are less important than the overall strategy. "As a Lord you can summon as many heroes as you like, provided that you can afford their upkeep ether payment every turn. Losing a hero will not mean a lot for a player; as you gather more resources and conquer new lands and strategically important buildings, it is easy to develop a new hero up to the desired level and upgrade his spellbook within your empire." |
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