Review – Disciples: Liberation –

Disciples: Liberation is an action-RPG game that embraces the idea of true freedom. This game does not offer any sort of leveling system, but rather allows for players to choose their own way through each mission.

When a mysterious cult rises from the shadows of history, its members gain unique supernatural abilities to reshape reality around them. As one of these Disciples sets out on an epic quest for power and revenge, players must choose their own destiny in this new fantasy game that combines stunning visuals with gripping role-playing.

Disciples: Liberation is a turn-based strategy game developed by Nival and published by Deep Silver. The game was released on May 28, 2018 for Microsoft Windows, macOS, PlayStation 4, and Xbox One.

A game may sometimes be greater than the sum of its components. It doesn’t always turn out to be what you anticipate. And occasionally, despite doing everything “correctly,” a game simply doesn’t work out. Disciples: Liberation, unfortunately, was the latter for me. Despite the fact that it seemed to be my sort of game, I had no luck with it. That isn’t to suggest it’s a horrible game or that it makes a mistake. It simply seems generic, unimaginative, and uninteresting. It isn’t the kind of game I would prefer to invest the time necessary for a game of this nature. Particularly when compared to comparable games, some of which were released earlier this year.

For what it’s worth, it does a nice job of enhancing the isometric perspective.

Disciples: Liberation is a strategic role-playing game in the tradition of Heroes of Might and Magic and King’s Bounty. Disciples: Liberation, like King’s Bounty II, relies significantly more heavily on the RPG side of things than prior releases in this series and others. Unlike King’s Bounty II, though, it takes a more safer and dull approach. The game is divided into three sections. Personal RPG features, base/army building mechanisms, exploration, and fighting are all included. 

You take on the role of an orphaned mercenary attempting to survive in a gritty dark fantasy realm. The plot is as formulaic as the character setup, with lots of references to fate, destiny, impending great horrors, and severe ethnic divisions amongst groups. It ends out precisely as you anticipated it to when you began, with several endings based on whose factions you chose to identify with most closely. It’s a long cry from the alignment system in King’s Bounty II, which was a lot of fun to roleplay through. It’s a rather binary option here, allowing you to select your plot route and conclusion right from the start. Yes, it’s replayable. Interesting and dynamic? Not at all.  

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Why is it that someone wants us dead, and who are these other people who want them dead?

Unlike many other games of this kind, however, you are not only a leader of an army, but also a fighter. You also have a rather complex customization system to construct your own hero, with four classes, various skill trees, and a complete equipment system. This is the game’s most powerful feature, and although unoriginal, it does what it sets out to achieve. There are a lot of alternatives, and it’s extremely easy to specialize in different constructions. The balance is a little off, but that’s nothing new in strategy or RPG games. Even more so for someone who does both. 

The opposite of a base and an army building is the opposite of a base and an army building. Most mobile games provide you more choices and customisation when it comes to establishing your stronghold. There are a few spaces and structures to enhance, and you may do so as you accumulate resources. Concentrate on the structures of the groups you’ve already decided to support, since this is the most important choice you’ve made. There’s no need to think about it. Army construction includes a large number of troops to choose from, split throughout the four factions. While faction mixing is permitted, it is typically recommended that you stick to the faction with whom you are most popular. The issue is that many units are just inferior than others due to balancing concerns. The second difficulty is related to the fighting system and map design, which is by far the game’s largest stumbling block in terms of enjoyment. 

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Both an advantage and a con, the units are quite simple and easy to comprehend.

Combat is turn-based and takes place on a hex map, similar to King’s Bounty II. Disciples: Liberation, on the other hand, does nothing with its maps, while that game accomplished intriguing things with them through layout and obstacle adjustments. Every time, it’s largely the same tiny map, with a few more details thrown in. What good is strategy if every map looks the same? You choose a plan and stick to it since fights seldom demand you to adapt. Not to mention how lengthy combat may go thanks to self-healing features that kick in if you miss a round. True, turn-based fights take longer than real-time combat, but this is by far the worst example of a battle that drags on I’ve ever seen. And it seems like that with every conflict, which rapidly wears even the most patient of hearts thin.

Finally, there’s exploration, or at least what there is to speak about when it comes to it. There are two primary kinds of exploration. The overworld, which you traverse while mounted on a random horse. Then there’s the exploration of dungeons, tombs, sewers, and other fantasy mainstays on your own two feet. Mechanically, there aren’t many differences, despite the visual differences. However, this isn’t as as serious a problem as the monotony of exploring. Maps are pretty linear, and whatever mysteries they include are much too simple to find. The sensation of exploration and delving into the unknown is almost beyond the capabilities of this game. The dungeon and overworld are neither large and labyrinthine nor small and cozy. They’re basically tunnels connecting other corridors, and you’ll immediately notice that the game doesn’t alter or expand out at any point.

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What type of excellent conversation system needs its own periodic table in order to comprehend its operation?

Disciples: Liberation was a game that piqued my interest from the outset. It seemed to be my style, and I wanted to enjoy it. I went from wanting to enjoy it to just wanting to like something about it when I began playing it. I eventually gave up and simply played it to get through it, which is the game’s death knell. After all, what good is a game if it’s not entertaining? With Disciples: I’m not sure about liberation. Combat was monotonous, exploring was uninteresting, and the RPG concepts were generic and unnecessary for the remainder of the game. This is simply one of those occasions when there are so many better games to choose from that I can’t recommend this one above others. For example, King’s Bounty II is a strategic RPG worth spending hours with. 

It looks decent the most of the time, but it stands out even more when it doesn’t.

The combat and party/army systems operate as expected in terms of functionality, but as time passes, they become monotonous and generic.

I’ve heard considerably worse voice acting, and although the music isn’t great, it’s not bad either.

It’s simply not enjoyable. The story and characters failed to engross me in the universe, the gameplay was uninteresting, and the game as a whole was average.

Final Score: 6.0

Disciples: Liberation is currently available for PlayStation 4, PlayStation 5, Xbox One, Xbox One S|X, and PC.

PS5 was used for this review.

The publisher delivered a copy of Disciples: Liberation.

As an example:

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Look at them!

Disciples: Liberation is a co-op game that has been released for PC and consoles. The game is set in the fantasy world of Disciples, where players must fight back against the oppressive empire. Players can choose to play as either an Elf, Human or Dwarf. There are also multiple classes to choose from such as archer, mage and warrior. Reference: disciples: liberation co-op.

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