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<p><a title="pornography!" target="_self" href="http://spellforce.jowood.com/sf2/?lang=en">Spellforce 2: Shadow Wars</a>, sequel to the <a title="hawt hawt anal secks" target="_self" href="http://spellforce.jowood.com/?rid=848">hack 'n slash RTS hybrid</a> was examined by <a href="http://www.gamespy.com/" title=" target=">GameSpy</a> and here's their thoughts:</p><p> </p>
<blockquote>
<p>
Apart from the RPG-style character development, <em>SpellForce 2</em>'s
gameplay seems to be grounded square in the RTS department. It's all
about pointing, clicking, grouping units, and being skillful with the
micromanaging. To be fair, the way that the game's interface works
makes it so that you can be pretty effective in battle without having
to memorize a bunch of arcane hotkey settings for every unit type.
Portraits of all of your hero units are aligned along the top of the
screen, and icons for any ability that you've loaded into their
personal hotbars will appear vertically whenever you click on their
faces. In practice, it makes it a lot easier to do things that only
advanced RTS players could do reliably -- like healing wounded units,
using group-buffs when appropriate, or even utilizing timing-specific
"on-next-hit"-style attacks.</p>
</blockquote>
<p>Only advanced RTS players can heal their units? WTF. Are GameSpy's
focus groups made up of five-year-olds? (Wait, don't answer that) </p>
<p>Read the rest <a href="http://www.tacticularcancer.com/system/admin/%20target="> here</a>.
</p><blockquote>
<p> </p>
</blockquote>
<p>
</p>
<p><a title="pornography!" target="_self" href="http://spellforce.jowood.com/sf2/?lang=en">Spellforce 2: Shadow Wars</a>, sequel to the <a title="hawt hawt anal secks" target="_self" href="http://spellforce.jowood.com/?rid=848">hack 'n slash RTS hybrid</a> was examined by <a href="http://www.gamespy.com/" title=" target=">GameSpy</a> and here's their thoughts:</p><p> </p>
<blockquote>
<p>
Apart from the RPG-style character development, <em>SpellForce 2</em>'s
gameplay seems to be grounded square in the RTS department. It's all
about pointing, clicking, grouping units, and being skillful with the
micromanaging. To be fair, the way that the game's interface works
makes it so that you can be pretty effective in battle without having
to memorize a bunch of arcane hotkey settings for every unit type.
Portraits of all of your hero units are aligned along the top of the
screen, and icons for any ability that you've loaded into their
personal hotbars will appear vertically whenever you click on their
faces. In practice, it makes it a lot easier to do things that only
advanced RTS players could do reliably -- like healing wounded units,
using group-buffs when appropriate, or even utilizing timing-specific
"on-next-hit"-style attacks.</p>
</blockquote>
<p>Only advanced RTS players can heal their units? WTF. Are GameSpy's
focus groups made up of five-year-olds? (Wait, don't answer that) </p>
<p>Read the rest <a href="http://www.tacticularcancer.com/system/admin/%20target="> here</a>.
</p><blockquote>
<p> </p>
</blockquote>
<p>
</p>