Honestly, this is probably more for myself than anyone else, but I wanted to write out what I’d really love to see in a hypothetical Divinity: Dragon Commander 2. I really loved the first game, and it was an especially unique offering, but I felt like it did a lot of things okay, rather than great. And I mean, that made it a very interesting game. It combined a lot of things that other games didn’t. But I wish it had had more polish, and in some cases, had a different direction entirely.
The part I disliked the most were the RTS battles. It was awesome being able to transform into a dragon and rain destruction down upon your foes, but, for me, at least, I had a hard-time multitasking, and I’d have to switch back and forth between dragon-mode and building new units. If they keep the basic idea, I’d appreciate a way to pause the action, zoom out from the dragon, give orders and such, and return to the game without getting rid of my dragon.
What I’d really prefer, though, is a RTS system more like Rome: Total War than Warcraft. Dragon Commander’s RTS felt very hectic, and it was bizarrely possible to overcome a massive disadvantage in battle by rushing to grab recruitment citadels and building enough turrets to delay the enemy long enough to build up a giant swarm of units to overwhelm them with. I never felt like I was outwitting the enemy, like I did in Rome, where I was able to pin down their infantry before wheeling around my cavalry to attack them from behind and cause them to rout. I was just building lots of units and telling them to attack anything in their path. Continue reading