PC Gamer

(sharon) #1
It’s the abilities, you see, they’re just
not very interesting. A key part of the
Relic-style-RTS is that each unit has
a bunch of powerful
abilities. The iconic
moment of Company of
Heroes is when you
realise that the humble
rifleman, if equipped
with a grenade and
well micromanaged,
can defeat a machine
gun nest, his own hard
counter. There simply isn’t an
equivalent ‘I’m a genius’ moment in
Ancestors Legacy. Most units have
abilities like Frenzy – increase attack
at the expense of defence – and you
probably hit the button every time
they get into combat. There are no
game-changers here that upend the
rock, paper, scissors design, just
boosters that make units good at a
thing they’re already good at.
Units too, aren’t that different.
While each faction has strengths and
weakness they all have some
variation on archers, cavalry,
spearmen, shieldbearers and axemen.
The first two feel different, but the
three types of infantry don’t. In
theory, I should be using spearmen to
defend against cavalry while my
shieldbearers hold the line and my
glass cannon berserkers flank, but
most Ancestors battles happen at
chokepoints where this kind of
manoeuvring isn’t possible. The
result is that most fights become
amorphous messy melees.
The campaign deserves some
credit for shaking up the established
tactics with a variety of objectives.
There are currently six five-part
campaigns, and the menu promises
two more to come. In one I’m given a
timer counting down to an attack on

an allied camp and told to build up
reinforcements. In another I have to
destroy a series of catapults to protect
some longboats. Yet
over time the cracks
begin to show. Many of
these missions give the
enemy a barracks that
continuously spawns
soldiers, turning what
the story presents as a
climactic battle into a
war of attrition. Both
sides send waves of warriors at each
other until one finally wins. In the
end I found the multiplayer/skirmish

setup much more fun. At least there
the enemy is supposed to have
infinite reinforcements, and the maps
are designed symmetrically.
The story is unimpressive, too.
Ancestors Legacyis clearly trying to
go for an ‘unvarnished history’ tone,
particularly striking in early Viking
missions, when characters talk
cheerfully about burning down
villages. But most players will end up
viewing villages as mere resource
generators. It doesn’t help that they
can often be burned down and rebuilt
several times in a few minutes. When
I was playing, villagers frequently got
stuck in their arm-waving animation
even after the threat had passed,
making it hard to take any aspirations
of ‘dark and bloody history’ seriously.

HUNT GATHERERS
I want to take a moment to talk about
the villages, though, because they’re
the one real innovation that Ancestors
Legacy makes on the Relic-style-RTS
formula. They’re scattered around
the map, usually at key strategic
points, forcing you to go out and
capture them. Once you do, a click
recruits peasants who automatically
go out and gather wood, iron or food.
The peasants don’t require any
micromanagement, but they still exist
on the map and can be killed off,
which means that raiding an enemy
village can be useful even if you lack
the power to take it. It’s a clever
middle ground between base building
and territory claiming, and makes
these villages feel important in a way
that Company of Heroes’ ‘put a flag
here and get petrol’ system never did.
While Ancestors Legacy makes a
bold decision to eschew mass warfare
for squad tactics, it’s too wedded to
its historical setting to embrace what
madeCompany of Heroesgreat.

NEED TO KNOW
WHAT IS IT?
CompanyofHeroes,
but Vikings.
EXPECT TO PAY
£32
DEVELOPER
Destructive Creations
PUBLISHER
1C Company
REVIEWED ON
Core i5, 16GB RAM,
GTX 970
MULTIPLAYER
Yes
LINK
http://www.bit.ly/
ancestorslegacypc

55


A bold experiment, but
ultimately its smaller-
scale battles are not
nearly as tactical as they
need to be.

VERDICT

Villagers
frequently got
stuck in their
arm-waving
animation

I


’ve been yelling at people to copy the Company of Heroes approach
to real-time strategy since 2006. The combination of a low number
of units, heavy combat micromanagement and territory-based
resources resulted in my favourite RTS of all time. What I never
imagined was that someone would apply the formula to a
historical Middle Ages setting. So does the transition from guns to axes
work? Unfortunately not very well.

NO MORE HEROES


ANCESTORS LEGACY copies the Relic RTS formula,


but doesn’t understand what makes it great. By Tom Hatfield


TO SERF MAN


A peasant’s life is not easy


Farmer
Oh god, at least the Holy
RomanEmpirewillsaveme.

Farmer
I’m beginning to think I
should move somewhere less
strategically important.

HRE
Burn it to the ground!

Saxon
Leave nothing standin!

Farmer
Oh, I guess I work for you
now, maybe these fine Saxon
lads will...

Viking
Burn everything down!

Farmer
Oh look, a party of
Norsemen, shall we trade?

Ancestors Legacy


REVIEW

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