Each feature is perfectly balanced against all others

Aug 9, 2013 13:54 GMT  ·  By

Divinity: Dragon Commander is a mash-up of many ideas and one of the great qualities of the game is that it manages to blend them together so seamlessly.

I have already talked about the cards and how powerful they can be and mentioned the way the finely balanced dragon is capable of making the difference between victory and defeat as long as it is properly used.

But the team at Larian Studios could have launched just the real-time strategy portion of the game, with some cutscenes to string a story together, and the experience would still have been solid.

There are plenty of units to create, using the four various factories, and each of them has at least one if not more special abilities, all of them designed to open up new strategies on the battlefield.

The computer is enamored of launching meteor strikes from his warlocks, which can be devastating if I fail to notice them and move my forces forward.

I love using the Shockwave of the armored forces and the self-destruct of the troopers because they can be used to quickly disable large forces which can then be finished off with help from the dragon.

Divinity: Dragon Commander also makes it easy to turn the flying beast into a spell platform, weak on the attack but able to boost the power of friendly forces by healing them or by shielding them from attack.

There are plenty of combinations here and every time I get defeated, I am eager to learn the specific set of moves that my enemy, either human or computer controlled used.

This might pose a little bit of a challenge for some gamers and I too have moments when I fail to remember quickly which counter I need in a given situation.

But the elegant balance of Divinity means that it’s worth spending the time to learn by playing.