![]() You'll definitely want to make use of that flexible camera control to zoom in for some dramatic, cinematic battle angles, especially when you've got some of its key hero characters on the scene, who have their own special abilities. Each unit shows an impressive amount of detail on the battlefield, as does the wider landscape. "It was key for us to push players' expectations of what a modern RTS can look and sound like," Frontier told us during an early press briefing, and it shows. There's a rock paper scissors dynamic to a lot of the unit types, and the UI makes plain what each one's strengths and weaknesses are - although with individual sets of active and passive abilities to pick from as well, you may be able to power through certain disadvantages if you deploy them at the right time. Obviously we'll have to wait and see how that works out in practice, but even at this early stage, it's looking very promising. Frontier say that while battles will be visually spectacular, they'll also be manageable at scale, and they want to make sure your tactical decisions matter during the course of a fight. That means building up your armies, capturing arcane conduits, controlling victory points and progressing through a tech tree to unlock bigger and more powerful units to help turn the tide of battle. The units are beautifully realised and have tons of cool details. Fortunately, your leader Sigrun works out there's some kind of magical arcane power out there in the swamps, and you'll need to risk everything to get it and repel the Kruleboyz and their Killaboss Dankfeer for good. Playing as the Stormcast Eternals, your fortress settlement Harkanibus will be under constant threat from the Kruleboyz (love a good Kruleboy, me). The main thrust of the story is about following a Dawnbringer Crusade to reclaim Ghur's savage wastes. It looks like you'll have a fair amount of control over your camera to do this, too, as Frontier have ensured you can zoom out to have a nice, broad overview of the field, but also pull it right in close to soak up its lovely-looking battle animations.įrontier have also worked with Games Workshop and Black Library writer Gavin Thorpe to help bring Realms Of Ruin to life, so you can expect lots of deep lore cuts to make this feel like a Warhammer tabletop game through and through. You'll also want to watch out for its carnivorous plant life as well, as anything and everything is out to get you here. Its hostile tundra and swampland will dramatically affect how your armies move across the map, so you'll need to plan ahead and scope out the battlefield before charging into a fight. Realms Of Ruin is set in Ghur, which is the Realm Of Beasts. Age Of Sigmar is technically a 'sequel' to the original Warhammer, but it retains a lot of the same factions and realms. In case you need a quick refresher on how Age Of Sigmar differs to Warhammer 40K, this is WarHams at its most fantastical - essentially what Warhammer was like right at the start of its tabletop lifespan, before 40K came along. ![]() I got to see a little bit of an alpha build of Realms Of Ruin in action ahead of tonight's Skulls stream, and if you're a fan of tabletop miniatures, this is definitely an RTS you'll want to keep an eye on, as Frontier have gone all out on making this look as close to Age Of Sigmar's TT origins as they can. Developed internally at Frontier, it promises to be a modern take on the classic RTS, giving you four unique factions to play with, including the Stormcast Eternals and Orruk Kruleboyz, across a single player campaign and 1v1 and 2v2 competitive multiplayer modes. After publishing the excellent Warhammer 40K: Chaos Gate - Daemonhunters last year, Frontier Developments are now making their own Warhammer strategy game in the form of Age Of Sigmar: Realms Of Ruin.
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