
In times of war and chaos you will assume the role of a young man, who is supposed to liberate the entire world of Eo from the new, nameless evil. Along with a group of diverse heroes and a dragon as trustful companions, you will fight to gain information about this mysterious new enemy and thereby discover your own true destiny.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, German*, French*, Italian*, Spanish - Spain*languages with full audio support
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
If you liked the base SpellForce 2 game, you’ll like this one too (or to be more precise, SpellForce 2: Anniversary Edition, as it’s known these days). This is basically just more SpellForce 2. And if you’re not familiar with SpellForce in general, it’s a game similar to Warcraft 3 – a combination of RPG and RTS. Just keep in mind that this is rather old, so it can be clunky and annoying at times. Still a great game. This standalone expansion unfortunately seems to have been a bit of a cash grab back in the day. Like, don’t get me wrong, the game’s not bad, but it’s extremely short, and if you want more it offers you several DLC mission packs you can buy. The story also has some questionable moments, if you've been paying attention in the OG Spellforce 2, but it's tolerable. I do recommend this, especially if you like SpellForce in general, but get the game and the packs on sale, it’s not worth the full price.
This poorly written slop is so short it should be part of the base game and not a stand alone title. Just a cash grab.
I played through SpellForce 2: Faith in Destiny. Well—almost. To be precise, I dropped it halfway, which is really out of character for me. I mean, I even sat through Saint Agatha to the end—and believe me, not many people did! This is an add-on to the main game, so I’ll focus solely on what’s new or different here. Overall impression My overall impression of this game? “Well, this is ♥♥♥♥.” That’s the short and polite version. Pros? Well, optimized graphics and a new enemy faction. And even within those "pros" there are plenty of caveats that do nothing to salvage the overall experience. Story, characters, and ideas The main storyline continues the tale of Eo, inching us closer to its final chapter, which will unfold in the next expansion. If you just read the plot summary as text, it’s a meaningful piece of the larger narrative—a solid fantasy arc about how “we meant well, but it all went to hell.” But the way the story is delivered here completely undercuts its importance: the pacing is erratic, the writing is clumsy, and the overall presentation is just plain messy. The new characters made me truly understand the phrase “malignant fanservice.” And the surprise return of some old faces doesn’t do much to redeem the situation. Don’t get me wrong—I’m not a prude. A purple half-elf, half… cat (?) girl with a long tail, wearing practically nothing and flat-out refusing to put on armor? I mean, I’ll always welcome a character like that! But she’s so poorly integrated into the story—everyone somehow just knows her, even though it’s literally her first appearance—and there’s no explanation for her race, which didn’t exist in the setting before and still doesn’t, really. Still, she’s nice to look at. I’m not going to pretend otherwise. The new enemy faction—the Nameless—is a fresh demon race with a full roster of units, unique building trees, and cool synergy between units. It should be awesome. But… the balance is a wreck. SpellForce has never exactly been famous for balanced gameplay, but this is way beyond even their usual standards. There are a couple of units that can literally wipe out half an army—even if they’re ten levels lower! And no, I’m not talking about titans or high-tier monsters. Just regular enemies. In the end, I had to fall back on a tried-and-true cheesy tactic from the first game: park your army outside the enemy base, bait out a small chunk of their troops with your hero, mob them to death, replenish cusaualties, repeat until the city’s wiped out. It works. But it’s dull as hell. Design and atmosphere The graphics themselves haven’t really changed, but the engine has been optimized. On my rig, the game doesn’t just run smoothly—it flies. In the previous entries, which squeezed everything they could out of GPUs back in the day, the game didn’t exactly lag, but scrolling the screen always felt sluggish, especially when a lot was going on at once. Now the camera glides effortlessly—just like in modern games. That said, even this optimization didn’t come without issues: after about an hour or so, the screen starts flickering. The lighting might be bugging out, or maybe it’s something else entirely—I honestly have no idea. But if I were epileptic, this thing would’ve definitely triggered a seizure. As it happens, I did have a seizure later—just not from the flickering. From pure, unfiltered rage. Gameplay As far as I can tell, the devs’ main selling point this time was the campaign editor, which supposedly allows players to create their own stories, characters, and entire custom campaigns. I didn’t try it myself—I never even opened the editor—but judging by what they managed to do with their own campaign… it probably didn’t turn out great. They also added a dragon-riding mechanic. At a certain point, a dragon joins your party. You can use him as a regular unit, or have your hero mount up and… fly around. In theory, this is meant to help you reach special high-altitude locations with (mostly useless) loot. You fly over, dismount the hero, send the dragon away (he’s too fragile for combat), summon the rest of your heroes, rinse and repeat until the map’s clear. I only did it once. That was more than enough for me. I had better things to do—like ironing shoelaces, walking my fish, or solving the Tamam Shud case. The campaign itself? Short, boring, incoherent. The story is weak, and the gameplay is so painfully repetitive it becomes exhausting. It honestly felt like the designers were forced to make it against their will—and they neither knew how nor wanted to try. At some point I even thought I was playing Diablo: go into dungeon, kill monsters, level up, return to town, buy gear, go back into dungeon. With all due respect to the franchise and its success—personally, I hate Diablo. No offense to its legion of fans. The only map that actually had interesting design, with space for strategic thinking, planning, and roleplay, was the fourth one—which I never even got to play! Because here comes my biggest complaint: broken quests. Quality and execution Toward the end of the third map, there’s a cutscene built using the game’s own engine (whose brilliant idea was that?!), and every single time it froze my entire PC so hard I had to restart. I checked the forums—I wasn’t alone. There was some convoluted workaround to skip it, but I wasn’t about to waste another 5 hours of my life. I “finished” the game on YouTube instead. I even tried the official (paid, by the way) mini-scenarios, which were meant to showcase the power of the scenario editor. A great idea, honestly—little stories about side characters, exploring their lives and personalities. I started the first one, playing as Flink McWinter—a charismatic bastard who’s been around since the very first game. The scenario was going pretty well, and then… After about 90 minutes, boom—bug. One of the NPCs I needed to talk to for the main quest simply vanished from the map. Back to the forums—yep, tons of people had the same issue. Plus a bunch of other campaign-breaking bugs I didn’t even get to experience (lucky me, I guess?). Look, I get it: games can ship with bugs. And back when games were sold on physical discs, patching them post-launch wasn’t always easy. But come on, guys—it’s been over ten years. You’re still selling this thing on Steam, for money, and because of some scripting bugs—something that’s trivial to fix—the game is literally unfinishable?! Final verdict I’m deeply disappointed and honestly pissed at the devs’ attitude here. That said… I’m playing the next expansion. Already started, actually.
A poor addition to an outdated game.
Лучше бы эссе по зеленому слонику написал, чем играл в это. Как хорошо, что я не был тем фанатом, что шесть лет ждал дополнения. Да именно дополнения, тут нам не одно крутое и масштабное дополнение с эпическим порнофэнтези сюжетом, а короткое дополненьице где нам дают покататься на драконе минут 15 путём нажимания новой кнопки. Да. Что хорошего? -Дракон, но много довакинится не дадут, так чуть чуть подовакинить минуты 3-4. -Сеты брони, хоть и сделаны на основе старой брони, собраны наконец-то в сеты, части которых интересно искать -Кринжовое фэнтези, где полураздетые, фигуристые героини несут пургу, а герои мужики - на это не обращают внимание. Но диалоги между героями и герояниями можно на прямую использовать в порнофильме. Для кого это? -Это дополнение для прям изфапавшихся фанатов игры, что драли волосы на заднице, но так хотели снова в спеллфорс поиграть. -Ну и для тех, кто просто ловит кайф с местных диалогов и поворотов сюжета, которым даже Тарантино бы позавидовал
My least favorite expansion of the Spellforce 2 but what can you do. It is not that bad.
Diese nicht gut
I'm a bit mixed about it, it IS mostly just more Spellforce 2 with some of the positives and all the negatives, that comes with it, however, I cannot recommend it wholeheartedly, the story is meh and kinda nonsensical, also half finished, gameplay is the usual, but very rushed and not as fun as the base game or the Dragonborn DLC, also I encountered a bug, which made me re-play 2 maps all over, because a cutscene broke thanks to a badly placed tower (hint, don't place towers at the elf base trying to defend them). Also the music during the last mission is terrible.
SpellForce 2: Faith in Destiny expands the beloved formula with a fresh story and refined gameplay. While it is a standalone entry, it captures the essence of the series by blending RPG hero progression with real-time strategy battles. The campaign introduces a new protagonist, ensuring that both veterans and newcomers can enjoy the narrative without feeling lost. The story is engaging, filled with mystery and twists that keep you invested. Your hero grows stronger throughout the campaign, unlocking abilities and finding equipment that allows for creative customization. At the same time, the RTS elements deliver satisfying large-scale conflicts, where resource management and tactical decisions matter. Visually and musically, the game continues the high standards of the series. Each map feels distinct, with environments that are both functional and beautiful. The orchestral soundtrack adds emotional depth, especially during climactic battles. Overall, Faith in Destiny may not be as massive as some of the other entries, but it provides a well-balanced, immersive adventure that perfectly combines RPG character-building with RTS strategy. It’s another strong reason why the SpellForce franchise is so highly regarded among fantasy gamers.
[h1]Overview[/h1] [list] [*] Unique RPG + RTS hybrid [*] Basic story campaign [*] Singleplayer modes: Skirmish, Domination, Free Game [/list] [h1]Gameplay ★★★★☆[/h1] [list] [*] A very balanced mix of RPG and RTS gameplay. You'll get parts of a chapter with your party moving around places and talking to people, clearing side quests and gathering loot. Then the main quest commence and you start building your base and army to defeat the enemy. [*] RPG-wise, there are talent trees and inventories to manage for each character. The allied heroes have a preset build for their talent trees, and you can't seem to influence it by equipping them with items meant for another class. For example, Antara, the female lead and childhood friend of the main character, will build towards the warrior class even if you equip her with a bow or staff. Since I'd like my character to be a warrior, and I don't want both of them fighting over the same gear while wasting away everything else, I had to turn off auto talent tree management for allies in order to turn Antara into a mage. [*] RTS-wise, there is the usual micromanaging of many units at once. Adding in the RPG aspects of the heroes' skills and weapon abilities to manage during combat, things can get quite hectic to handle. [*] Pathing is pretty bad especially for the giant units. [*] There is a mechanic to summon allied heroes after your character teleports using journey stone to a different area on the map. There is a need to teleport troops too, because otherwise they will have to run across the map to join the heroes, getting whacked by enemies along the way without the protection of your party, and also defeating the purpose of teleporting in the first place. [/list] [h1]Controls & Interface ★★★★☆[/h1] [list] [*] Tutorial is clear and concise, there are arrows pointing to different parts of the UI to lead the eye, and a Log section to re-read any explanations that you might have missed or didn't quite grasp yet. [*] '!' exclamation mark above a character means main quest. '?' question mark means side quest. Coin means merchant. I like the simplicity. [*] Infinite inventory pages is nice. Inventory sort button works pretty well. [*] There's a bug in the shop panel. If you click an item (meant to be dragged into your inventory) but instead put it back into the shop panel, it permanently disappears. [*] Unable to see the hp bars of individual units when the group gets too big. Hard to micromanage formations/positioning this way. [*]Positively surprised that there is even a 3rd person camera that allows you to move your character using WASD. [/list] [h1]Art & Graphics ★★★★☆[/h1] [list] [*] This expansion was released in 2012, but Spellforce 2 itself was a 2006 game. For a mid-2000s game, the graphics look pretty decent. [*] It has a lot to do with the art style having the right balance of texture, lighting and colour that makes the graphics look good for its time. [/list] [h1]Music & Sounds ★★★☆☆[/h1] [list] [*] Voices sound pleasant and fitting, emotions are put into the voice acting for some of the actors. [*] Music is nothing outstanding, but adds well to the atmosphere and serves its purpose. [*] I do have a gripe with the music not adapting to the day and night cycle; it's the same music all day long! [/list] [h1]Plot & Characters ★★☆☆☆[/h1] [list] [*] Overarching plot about [spoiler]mysterious invaders and our hero having visions from strange dreams[/spoiler] are some very overused tropes. [*] Overly-convenient plot devices. [spoiler]Lightning fast movement speed, and later it was invisibility — right when the mission needs it, you learn it for no good explanation.[/spoiler] [*] Hilariously bad "acting" by the characters. [spoiler]Hero was talking to military officer about presence of monsters. Officer said he sent a scout... scout came back on cue and fell flat, dead. Officer said in a flat tone "I've a bad feeling about this". Both continued their conversation while the body of the scout just lay there, still visible in the cut-scene.[/spoiler] [/list] [h1]Verdict [/h1] [quote]Spellforce 2 series is a unique blend of 2 genres. As it always is with fusion games, the result targets the cross-section of RPG and RTS enjoyers, which is niche upon niche. I suspect that not a lot of people will find the hybrid gameplay satisfying, but this is nonetheless a good point of entry to experience a fusion of genres. The expansion itself has a simple story, which may be good for first-time players of the franchise, but likely a disappointment for old timers.[/quote] [b][/b]
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Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
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Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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