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Feature review: Demigod

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Love it or hate it, the popular Warcraft III map (or mod, as some like to call it) Defense of the Ancients (DotA), is a classy game. It combines tactical strategy with elements of RPG and arena-style team-based gameplay to deliver what’s ultimately a very good game. It should come as no surprise, then, that a game like Demigod would come along, borrowing liberally from gameplay mechanics found in DotA, adding in a few twists here and there, and putting it all together in a new standalone package with modern visuals.

Whether or not Demigod can hold up against DotA at this stage in its life is arguably moot. DotA has had years of updates and a massive userbase to make it the complex and flexible game it is today, but the comparisons are largely unavoidable. However, for this review, I’ll avoid the play-by-play comparisons as best as possible to save newcomers the confusion and veterans the nitpicking.

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The game takes place across a number of diverse arenas in which opposing teams comprised of up to five players must do battle to accomplish one of four possible goals: destroy the enemy citadel, be the first team to X demigod kills, capture and hold a number of strategic points on the map, or destroy all enemy fortresses. To aid in this, each team has a number of automatically-spawned soldiers (or grunts) that will blindly charge forward in waves. It’s up to the players to make the best use of these grunts to accomplish their goals, all while tackling the enemy demigods and a number of defensive towers.

demigod04The eight demigods available are evenly divided into two groups: Assassins and Generals. Assassins, like the The Rook and Regulus, are powerful ‘one-man-armies’ with a variety of skills designed to dish out big damage to opposing demigods and their reinforcements alike. Generals like Sedna and Lord Erebus, on the other hand, focus on summoning their own small personal armies (in addition to the regular grunts) to play the game more like a combination RTS/RPG – their skills range from disruption to de-buffing, but aren’t lacking in direct damage either. As players progress through the game, they’ll level up to unlock more powerful skills, spells and summons, purchase new items from the shops (no item combinations here, though, folks) and even unlock persistent achievement items that provide additional bonuses and abilities.

With eight characters to choose from, DotA Allstars players might be left feeling a little short-changed coming from their massive pool of 93 heroes. Where Demigod goes off the beaten track, however, is its broad skill system that allows for loads of customisability and demigod builds that take the paltry eight to a whole new level. Each demigod is also highly unique in every aspect, from available skills to sheer size, and putting together your perfect build will require careful consideration, and experience.

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Comments

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Posted On
May 30, 2009
Posted By
Leyzer

This game is very cool. will buy it as soon as i have some cash.
The designers did not put any piracy protection in it and i read that it is allowed to be shared at “Lan partys” which is a good idea, It could help the demigod name spread to some day be as big as DotA.

To get people to buy the game the way the patches are only available if u have a CD key.

I have heard that when u buy the game and register on the site u get atomaticaly registered in the forum comunity of Demigod which is cool.

Just my 2c if it means anything.

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Posted On
May 31, 2009
Posted By
Geoff Burrows

I’m not sure the whole LAN party thing is true considering the LAN play option is only enabled when you’ve done the first patch (which requires that you have a valid CD-key and register the game through Impulse). Having said that, it’s pretty obvious that the guys at Stardock understand how people are and, like you said, acknowledge file sharing as a viable method of marketing – something a lot of other publishers could learn from (and are learning from, thankfully).

The game requires neither a CD-key nor Internet access to install and doesn’t even need the disc in the drive to play. You’re pretty much limited to single player at that point, however, as online play requires that you log onto Impulse.

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Posted On
Jun 02, 2009
Posted By
The Extremist

Actually I can verify the LAN party thing. I’ve been bloggin at Hellforge the last month or so and have become the Demigod reporter there. I wrote a piece there entitled “LAN Parties Live! Demigod Allows Unrestricted Copies on LAN with Single License” (http://hellforge.gameriot.com/blogs/Demigod/Demigod-allows-legal-piracy).

I don’t know how NAG feels about me self-promoting here, but I notice you run WordPress now so you can just nuke or edit my comment if you so desire.

Anyway, making use of Stardock’s “goodwill” towards LAN gamers *does* require you to jump through hoops, especially if you plan to try to get Demigod running on an offline LAN. Basically you have to activate every single copy on the LAN by hand, or download the 2.8GB installer from ImpulseAnywhere.

You don’t need Impulse running in order to play online. You just need to sign into your Impulse account in-game, not unlike signing into RelicOnline in Company of Heroes.

Indidentally, the game does acquire online activation DRM once you update through Impulse. But I’ll be blogging about that soon(ish)…

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Posted On
Jun 03, 2009
Posted By
Geoff Burrows

That certainly is interesting; I didn’t realise the extent to which they encouraged sharing.

Oh, an don’t stress about sharing links and information. As long as you’re not spamming links in every post you make; I’m not going to make an issue of it.

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