![]() ![]() Exorcism is also both useless, and essential. It can be useful in the campaign, and when using few powerful units. Runes, though costly, can also be useful. The Orc's strength really comes from the Ogre-Magi, whose bloodlust is so powerful it forms the foundation of the Orc's strength. Their spells are better (polymorph), and they don't suffer from the critical weakness of Exorcism. Regeneration is not bad (especially in the campaign), but it is too expensive, and Paladins can heal Rangers anyway. I think the ranger is slightly more powerful than the Berserker, thanks to the Marksman ability. ![]() Second, I think the Orc faction is more powerful, but the Humans have better units overall. In every other level you either start with a base, or capture one. By contrast, in the human campaign, you only have to build a base from scratch twice, Grim Batol (7), and The Great Portal (14). In the Orc campaign there are several levels where you have to build a new base from scratch, specifically Tol Barad (5), The Fall of Stromgarde (7), The Destruction of Strathholme (10), Tomb of Sargeras (12), and the Siege of Dalaran (13). First of all, I noticed a few interesting differences between the campaigns. Note that this is not true of Warcraft 1! I played that again a while ago and it is missing some fundamental mechanics such as clicking and dragging, and is too slow and unbalanced overall. However, the music, art style, and level design still provide an excellent experience. It does lack many of the features of more modern RTS games, such as side missions and such. I've recently completed both Human and Orc campaigns for Tides of Darkness and I've had a few thoughts.įirst off, this game still holds up. ![]()
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