The new insectoid Swarm are able to drain resources from the mines of other players while the Ssrathi have a giant Sun Temple that defends the area around with massive spells. In addition to the interesting philosophical identities, resource requirements, tech trees and unit focus of each race, most also have some unique powers. The disease-laden Plaguelords are entirely new, as are the dinosaur-like Ssrathi and the numerous Swarm. The humans of old have been split into two distinct political factions this time, the cavalry-heavy Knights and the more generalist-minded Empire. There are five new races in this sequel, bringing the combined total up to a billion playable races. The series has always been known for presenting lots and lots of playable races. And while it's not surprising that Warlords Battlecry 3 is a lot like Warlords Battlecry 2 (that is, after all, the point of a sequel), we find ourselves impressed with the few changes that have been made but we're still left wishing that the developers had taken a few more chances or added a few state-of-the-genre updates, primarily in terms of graphics. While there were plenty of interesting titles at the show, there was a strong sense that we had seen nearly everything there before in one form or another. After this year's E3, we're having a debate around the office about the need to innovate.
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