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Languages: English*, French, Italian, German*, Spanish - Spain, Polish, Russian, Simplified Chinese*languages with full audio support
Engagement
Hours played at review time, across 44 reviews with recorded playtime.
Reviews
Themes across 44 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
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Reviews
Played all 3 campaigns game is very good good story, base building not for every1 but i thorougly enjoyed it Big recommend to any1 wanting to play a good mix of RTS and adventure. Played soul harvest and fallen god in coop with my brother and was a very enjoyable experience. 1st campaign i m not sure if you can play in coop cause i played it myself before i got to play with bro. In these days of devs developing utter garbage this game is imo 10/10.
SpellForce 3: Soul Harvest is the kind of expansion that feels large enough to stand beside the original game as its own complete experience. Instead of merely adding extra missions or small gameplay additions, it reworks and strengthens the entire hybrid formula that made SpellForce unique in the first place. By combining role-playing progression with large-scale real-time strategy warfare, Soul Harvest delivers a fantasy adventure that constantly shifts between intimate storytelling and epic battlefield conflicts. The result is a game that feels far more refined, focused, and confident than its predecessor while still preserving the ambitious identity of the series. The story takes place after the events of SpellForce 3 and follows General Aerev, a once-respected commander now burdened by personal failures and political suspicion. His investigation into strange disturbances quickly expands into a much larger crisis involving cult activity, civil unrest, dark magic, and ancient conspiracies threatening the stability of Eo. What makes the narrative effective is its willingness to explore more serious themes rather than relying purely on fantasy spectacle. Issues involving racial hatred, fanaticism, vengeance, corruption, and the consequences of war play major roles throughout the campaign, giving the world a sense of realism beneath its magical setting. The campaign does an excellent job creating emotional investment through its characters. Companions are more than simple party members because they possess their own histories, beliefs, and motivations that influence how events unfold. Dialogue sequences are lengthy at times, but they usually succeed in developing the relationships between characters while expanding the political tensions surrounding the main conflict. The darker tone also helps the story stand out compared to more traditional heroic fantasy adventures. There is a constant sense that the world is unstable and on the edge of collapse, which gives the player’s actions greater importance. Exploration remains one of the strongest parts of the experience. Large maps are packed with optional quests, hidden areas, environmental details, and lore that reward players who enjoy wandering off the main path. The world feels alive because every region has its own visual identity and atmosphere. Ancient ruins, war-damaged villages, underground fortresses, snowy mountains, and enchanted forests all contribute to the sense that Eo is an old and deeply layered fantasy world with centuries of history behind it. Side quests are also surprisingly worthwhile, often expanding character backgrounds or revealing additional details about the world rather than functioning as repetitive filler content. The RPG systems have been noticeably improved compared to the base game. Character customization is deeper and more flexible thanks to expanded skill trees and better class synergy mechanics. Players are encouraged to experiment with hybrid builds instead of focusing only on narrow specializations. A warrior can combine physical strength with magic support abilities, while spellcasters can develop secondary combat disciplines that dramatically alter how they perform in battle. This freedom allows players to shape their party according to personal preference, making progression consistently rewarding throughout the lengthy campaign. Combat during exploration sections feels tactical and engaging because encounters require more than simple button pressing. Positioning, ability timing, crowd control, healing management, and party coordination all become important during larger fights. Enemy groups frequently demand strategic adaptation, especially on higher difficulties where careless mistakes can quickly lead to defeat. Companion abilities complement one another effectively, encouraging players to build balanced teams capable of handling a variety of combat situations. The real-time strategy component is where Soul Harvest truly distinguishes itself from other fantasy RPGs. Instead of simplifying RTS gameplay into a minor side activity, the game fully embraces large-scale warfare with base building, territorial expansion, economic management, and army control. The sector-based economy system introduced in the previous game returns in a far more polished form, streamlining resource gathering without sacrificing strategic depth. Expanding territory remains critical because sectors determine production efficiency, resource access, and military capacity, forcing players to think carefully about long-term planning. The addition of new playable factions significantly enhances the strategy experience. Dwarves and Dark Elves introduce entirely new battlefield philosophies that feel distinct both mechanically and visually. Dwarves excel at defense and engineering, relying heavily on fortified structures and underground tunnel systems that provide mobility advantages. Dark Elves focus on speed, aggression, and harvesting the souls of enemies to strengthen their forces. These mechanics make faction choice meaningful rather than cosmetic, and they greatly improve replay value in skirmish and multiplayer modes. One of the game’s most impressive features is how naturally it transitions between small-scale RPG gameplay and massive battlefield encounters. One moment the player may be exploring ancient ruins with a small party, while the next involves commanding armies against enemy strongholds filled with siege weapons and magical artillery. The game rarely feels disconnected despite these dramatic shifts in scale, which is a testament to how carefully the systems were integrated together. Visually, Soul Harvest delivers a rich and atmospheric fantasy presentation. The environments are detailed and varied, while spell effects and large-scale battles provide plenty of cinematic moments. Lighting and weather effects help create a strong sense of immersion, especially during nighttime exploration or large sieges illuminated by fire and magic. Character models may not always rival the most expensive modern RPGs, but the world itself consistently looks impressive and full of personality. The soundtrack complements the adventure exceptionally well. Quiet exploration themes create a sense of mystery and melancholy, while battle music intensifies the scale of major conflicts. Voice acting is another highlight because performances feel natural and emotionally convincing throughout the campaign. Conversations carry enough weight to make political betrayals and personal tragedies feel impactful rather than superficial. Perhaps the greatest strength of Soul Harvest is how much more polished it feels compared to the original SpellForce 3 launch. Many earlier frustrations involving pacing, balancing, interface design, and technical stability have been improved considerably. The gameplay flows more smoothly, systems are easier to understand, and the overall experience feels more refined from beginning to end. It is clear that the developers learned from previous criticism and used that feedback to strengthen nearly every major mechanic. SpellForce 3: Soul Harvest succeeds because it fully embraces its unusual hybrid identity while improving the formula in meaningful ways. It combines deep role-playing mechanics, strategic warfare, memorable characters, and rich fantasy storytelling into a cohesive adventure that feels both expansive and personal. Few modern fantasy games attempt such a bold blend of genres, and even fewer manage to execute it with this level of polish and confidence. Rating: 8/10
[h1][b]🎮 Reseña de SpellForce 3 Soul Harvest[/b][/h1] [h2]Resumen del Juego[/h2] SpellForce 3: Soul Harvest es ese híbrido raro que te promete “Rol + Estrategia” y, para sorpresa de nadie, te lo cumple… pero también te exige que pienses. Aquí no vienes solo a hacer clic bonito: vienes a administrar unidades, levantar base, pelear en tiempo real y, entre batalla y batalla, preocuparte por tu grupo como si esto fuera una campaña de rol con estrés laboral. La primera impresión es clara: fantasía oscura, enfoque isométrico, enanos con actitud (y hachas), gore para que nadie olvide que esto no es un cuento infantil, y una estructura que alterna entre “planifica como general” y “optimiza como rolero obsesivo”. Suena glorioso… hasta que recuerdas que también tiene multijugador/JcJ y la comunidad a veces se siente como un pueblo fantasma con cosplay. [h2]Lo épico y lo que te hace bufar como enano[/h2] Lo Bueno: ✅ Mezcla Rol + ETR bien amarrada: base, ejército y progresión sin sentirse pegado con cinta 🛡️⚔️ ✅ Buena trama y tono fantástico/atmosférico: de esas campañas que sí te jalan a seguir 🧙♂️📜 ✅ Gran banda sonora: te vende la épica aunque estés perdiendo por mala micro 🎶🔥 ✅ Cooperativo (online y LAN) y JcJ (online y LAN): ideal para discutir estrategias y amistades 🤝💥 ✅ Steam Workshop + editor de niveles: contenido y locuras hechas por la comunidad cuando la campaña se acaba 🛠️🗺️ Lo No Tan Bueno: ❌ “Jugadores actuales: 1”: el multijugador existe… filosóficamente 👻🎮 ❌ Curva de aprendizaje exigente: si buscabas apagar el cerebro, este juego te lo reinicia a la fuerza 🧠🔧 ❌ Compatibilidad total con mando… sí, pero este género con mando sigue siendo como comer sopa con tenedor 🎮🥄 ❌ 43 logros: varios se sienten como tareas domésticas con armadura 🧹🏆 ❌ Mucha ambición de sistemas: a ratos te pide ser rolero, estratega y contador al mismo tiempo 📊⚔️ [h2]Tabla de Evaluación[/h2] [table] [tr][th]Aspecto[/th][th]Puntuación (0-10)[/th][th]Comentario[/th][/tr] [tr][td]Jugabilidad[/td][td]8[/td][td]ETR con rol bien integrado: mando duro, pero gratificante.[/td][/tr] [tr][td]Dificultad / IA[/td][td]7[/td][td]Exigente; cuando te equivocas, te lo cobra con intereses.[/td][/tr] [tr][td]Contenido[/td][td]8[/td][td]Campaña + modos + Workshop/editor: hay con qué entretenerse.[/td][/tr] [tr][td]Gráficos / Video[/td][td]7[/td][td]Cumple y se ve bien en isométrico, sin deslumbrar.[/td][/tr] [tr][td]Historia[/td][td]8[/td][td]Trama sólida y con buen ritmo para este tipo de híbrido.[/td][/tr] [tr][td]Ambientación[/td][td]8[/td][td]Fantasía oscura y atmosférica; los enanos no vienen a pedir permiso.[/td][/tr] [tr][td]Efectos (VFX)[/td][td]7[/td][td]Magia y combate con impacto, sin ser el show principal.[/td][/tr] [tr][td]Música[/td][td]9[/td][td]De lo mejor: épica, consistente y con identidad.[/td][/tr] [tr][td]Voces[/td][td]7[/td][td]Competentes: ayudan a la narrativa sin robarse la escena.[/td][/tr] [tr][td]Diversidad[/td][td]6[/td][td]Variedad de enfoques por facciones/modos, pero no reinventa el género.[/td][/tr] [tr][td]Rendimiento[/td][td]7[/td][td]En general estable para un RTS con caos y efectos.[/td][/tr] [tr][td]Rejugabilidad[/td][td]7[/td][td]Workshop, editor y multijugador la elevan… si encuentras gente.[/td][/tr] [tr][td][b]Total Puntuaciones (Excelente)[/b][/td][td][b]7.4[/b][/td][td]Un híbrido serio: brilla en campaña y sistemas, cojea en vida online.[/td][/tr] [/table] [h2]Conclusión (Excelente)[/h2] Soul Harvest es de esos juegos que no intentan caerle bien a todo el mundo: te exige cabeza, te premia la planificación y te da una experiencia de rol/estrategia con personalidad. La campaña y la ambientación hacen que avanzar se sienta como una cruzada: dura, sangrienta y sorprendentemente adictiva. La parte controversial: venderte “multijugador/JcJ” con 1 jugador activo es como presumir gimnasio en casa con la caminadora llena de ropa. Aun así, con 1943 recomendaciones, queda claro que el juego se ganó su lugar por contenido, atmósfera y ese sabor clásico de ETR bien hecho. [h3]Recomendación de Compra (Recomendado)[/h3] Puntuación Total: 7.4/10 Número de jugadores activos al momento de hacer esta review: 1 Descuento máximo registrado: -80% Veredicto: [i]Cómpralo por la campaña y el híbrido Rol/ETR; no por la promesa de “arena online llena”.[/i] Si te gusta la estrategia en tiempo real con construcción de bases y además quieres progresión rolera y buena narrativa, aquí hay mucho que masticar. Solo entra con expectativas realistas: el mejor “modo online” es convencer a un amigo para cooperativo, porque la plaza pública está… sospechosamente vacía.
не очень, управление и все не понятно интуиитивно ну это уже не модно конечсно еще коооп не соединиятсе с челом ну это уже не в с5какаие рамки понимаете поэтому одна звезда, исправите будет три звезды
Přidává do hry nový příběh s kampaní. Postupem v kampani se vám odemknou 2 nové národy: Trpaslíci a temní elfové, což je fajn změna + se zde objevuje nový typ leteckých jednotek. V každé budovačce se nabízí možnost, jaký národ chcete hrát (Kromě prvních, kde se vám je snaží představit.) Schopnosti jsou zde trochu pozměněné od původního dílu, je tu větší tlak na používání aktivek. Hratelnost zůstává stejná, technický stav hry je stále dobře zachovalý. Příběh ujde, potkáváte zde staré, známé tváře, které můžete přidat do svých řad. Herní délka je optimální, cena je příměřená. Dávám 6/10, za mě to byl nejslabší přídavek do hry, ovšem má své kouzlo a kvality.
I enjoyed this game's campaign for it's party based rpg gameplay, but I dreaded/quickly grew annoyed by it's campaign rts loop. What is here is a nice and decently long rpg rts hybrid that continues on with some characters from the spellforce 3 campaign, and I really enjoyed some of the characters again, but some of the new party members were a bit generic. You also have access to mercenaries which you can create, but since they lack the characterization of the established npc playable characters, you'll pretty much never want to use them. So in this game you'll be jumping between rpg and rts, it's been years since I played the base game of spellforce 3, but this felt like it had like 3-4x more rts, which by itself isn't an absolute game breaker, but the rts in this game is dreadful after easy difficulty, and even in easy difficulty it's a bit of a mess. On normal if you don't instantly bumrush 4 v their base + anyone else you can get from summons/quickly gained soldiers, because if you don't, the enemy spawns troops faster than you and they'll send them to separate bases so that you won't be able to save both, and if one collapses, they'll keep pushing parellel to you and just attack your other undefended bases even further out. Also losing bases is annoying in longer battles cuz you're pretty much limited to resources in an area so you need to keep other less defended bases up to have a shot. The most efficient way then is to just slam your head against the enemy main bases while adding any on the way there, and just fighting a small army + towers + the main base directly with just your party. This sucks plainly, but is needed to functionally win, every other person I see online talking about the rts segments normal and up are literally making threads years ago about how it's literally impossible without the bum rush. But the rpg aspects are fun, and there is enough character to be fun, and there are some choices to be made. (Even if the ending is based on a binary choice at the very end) I was girl main and I was in an open relationship with the elf girl + had sex with the angsty and tired dark elf man. Didn't seem to punish me but I could see the other characters being a bit more prude if you date more than just them. You'll be doing some side quests, getting equipment, going through rpg segments, doing rts, and there is a decently large amount of story here. If you play on easy or just are cracked at rts (if that is even enough), or you just bum rush successfully, you'll probably suffer through the rts segments enjoyment wise and enjoy the rest of the game. Selectively the rts is harder than spellforce 3's rts segments, and apparently fallen god is also easier on rts for the campaign than this game. I'd suggest it but those rts were annoying asf.
~Fart Noise~
Constant stutters
Ich habe bislang nur Spellforce III und jetzt Soul Harvest gespielt, aber ich mag die Welt und Geschichte sehr. Als Rollenspiel habe ich es sehr genossen, der RTS Part allerdings war eher nichts für mich und Stellenweise auch erheblich zu schwer für meinen Geschmack. Den letzten DLC werde ich mir nun vermutlich bei Gelegenheit auch noch gönnen und dann irgendwann Conquest of Eo. Über ein Spellforce 4 würde ich mich auch freuen, auch wenn ich auf den RTS Teil wie gesagt durchaus verzichten könnte.
Кампания унылее основной части, а и в ту бы играть не советовал.
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