We Are The Dwarves Review
Developed & Published by: Whale Rock Games
Release Date: Out NowDwarves in space, not a concept that often comes around. This effort from Whale Rock addresses this by bringing us We Are The Dwarves, an RTS game that at first glance looks like it just could be the RTS we've been waiting for. A fantasy setting with dwarves, unusual creatures to battle and a space theme. So far, so good right? Well, not quite. Unfortunately it misses the mark in several areas, and what not the worst game I've ever played it's my the best either.
You are in charge of a team of 3 Dwarves. Each with their own abilities, giving you a range of unique attacks along with voice over. A melee, ranged and stealth character. All separated from each other during a crash, it's up to you to help them regroup. So from the start, each Dwarf is alone and the path ahead is littered with enemies. The melee and ranged Dwarves will have little trouble with despatching foes, and allow progress relative quickly. However, upon starting chapter 2, you gain control of Shadow. A dwarf that relies on stealth, and this is where the games mechanics break down and fail.
Given that Dwarves in any video game universe are seldom noted for their stealth abilities, it seems a strange choice to have included here. There is an ability that allows to to quickly travel from one hiding point to another without being seen. But as with all Dear abilities, there is a cool down period. Not a long wait by any means, although it does allow you time to view the area you're in and plan a pattern of movement and observe the enemy movement without being seen. But what makes the stealth mechanic almost worthless, is if you're seen, then there is no way of escaping. You can try to run and hide, but no matter where you run to, even if you miss their long of site and hide, the enemy will find you. Then take into account that any attacks you make all have tried aforementioned cool down period and you will end up dying and having to restart. Thus making chapter 2 a nightmare given how populated the levels become.
The level designs are varied enough to keep the game interesting, but with occasional frame rate issues and some clipping, it can become a visual nightmare. Especially if this is the sort of issue that can sour a game for you. Lighting also had issues with flickering during my play through.
One feature I did like, was being able to pause gameplay and plan ahead for movement and attacks. Strategy does play an important aspect of any RTS game, and rightly so. Unfortunately, levels are mostly on the small side and linear enough that you won't fail to find the exit of each area. The only real problem is combat if you end up swarmed, and this happens regularly if you're not careful.
We Are The Dwarves is a game that I had high hopes for and was eagerly awaiting the release. It's not to say I'm bitterly disappointed, as I said earlier, it's not the worst game I've ever played. But there is work that needs to be done and issues that could be resolved. Personally, I like the concept of Dwarves in space. But with small level design, and little to do besides kill enemies, you will end up with nothing more than a battlefield full of dead foes and little else. A deeper narrative with voice acting that sounds like Dwarves would have been a good start as what we have is people who don't feel as though try have a passion for the part and simply reading from a script.
GraphicsA space themed fantasy setting, giving the game enough variation. Although this is let down by lighting issues, clipping and a poor frame rate in places. Close up during cut scenes shows a lack of attention to detail on the Dwarves, but this doesn't happen all that often.
Music/FXMostly sound effects of your weapons and noises from enemies as you end their existence. There is voice acting, which is below par. Dwarves to me always sound angry, with a rough, gravelly tone to their voices. Not here, and a lack of any convincing acting let the game down.
GameplayAt first, it took a while to get used to grips with the pause for gameplay being assigned to the left trigger. Which if you hold it down and move your right stick, controls the camera. An odd choice for control layout, but it doesn't take long to become accustomed to this. Face buttons as expected have your weapons and abilities assigned to them.
ReplayabilityNot much which is a shame. In the next section, I'll explain why for that. Chapter 2 became infuriating for me with the stealth mechanic just not working as it should, and with a cool down period on your on ability to shift between hiding spots with a bow and arrow attack that auto aims at distant enemies instead of the nearest make it an infuriating experience.
AchievementsOnly 10 achievements for Xbox, instead of the 35 for the Steam release. Best of all, you will unlock these very quickly. At the start of the second chapter, I was sitting on 950g. You can reload checkpoints, kill enemies and repeat until you have the achievements if you so choose. So for a quick boost to your score, a couple of hours here will reward you generously. Nothing is too difficult either.
SummaryOverall, We Are The Dwarves hasn't lived up to my expectations. I will say there is disappointment for me. But in a counter argument, I do think Whale Rock is on to something here. Obviously I would like bigger levels, maybe a crafting mechanic to make new weapons, better voice acting and a deeper narrative among other things. But as with all Indie studios, time and money come into play. Which makes all these "I want this, I want that added" comments and ideas increasingly difficult to implement with limited resources. So I'm not going to slam this game, but not will I sing it's praises from the rooftops. There is a potential here, for a fully fledged RTS game in a bigger world. I just think that Whale Rock would benefit greatly from an established publisher to help guide them towards something greater. Not a total fail on their behalf, We Are The Dwarves for an achievement hunter is a great purchase. For anyone else, well that final decision remains with you. Hopefully a patch to fix certain issues would help the games cause, and may produce more sales.
A copy was provided for review purposes
2.0