Battle Realms, the first product from Liquid Entertainment, has style in spades--everything about it is slick, and it's noteworthy for that reason alone, as well as for many others. It's a martial-arts-themed real-time strategy game featuring dozens of great-looking units from four unique factions, impressive graphical effects, and an innovative resource model. It has a polished, attractive presentation, an open-ended campaign, and several good multiplayer modes. Battle Realms does have a few gameplay issues that diminish some of its strategic appeal, as the action can prove to be difficult to manage. But it's still a very worthwhile experience despite these things and should provide many hours of enjoyment for all kinds of real-time strategy players. The setting and characters of the game are clearly inspired by some of Hong Kong's most spectacular martial arts films--particularly the work of director/choreographer Tsui Hark--as well as some of Japan's action-packed comics and animated films, like the gory and stylish Ninja Scroll. The incredible fight sequences featured in last year's film Crouching Tiger, Hidden Dragon are also a good frame of reference for what you can expect from the battles in Battle Realms. Nothing is mundane in the game's fictional Far East-like world--even simple peasants can fight as trained martial artists should the need arise. All the game's various units and characters don't just stand adjacent to each other and hack away, as in most other real-time strategy games. Instead, they'll attack with a variety of moves and techniques and put on quite a show in the process. Thanks to the game's beautifully animated fully 3D units, not to mention the attractive terrain graphics and the overall detail found in the game, Battle Realms certainly looks impressive.

Peasants are the basic and important unit in Battle Realms
True to its source of inspiration, combat in Battle Realms can be quite chaotic. You actually have little control over your units besides being able to move them about (you can make them run by double-clicking), order them to attack, and initiate their special abilities if they have any. It's surprising that you can't do more with your units. They're very autonomous--they'll automatically rush to attack nearby foes, prioritize threats properly, and even switch between ranged and melee attacks as necessary. The pathfinding in the game is great--tell your units to go somewhere, and they will, stopping to fight any enemies along the way. But you can't set your units in formations and must instead move them as a rabble (though the rabble moves at the speed of the slowest unit in the group); and the pacing of the combat can be so fast that you'll just have to wait and see whether your forces survive. It can be very difficult to pull units out of battle, as they will seem to keep trying to lurch back into the fray. Also, since the game's units are large and tend to spread out when they fight, it can be all the more difficult to keep track of everything that's happening in a big battle, since it won't all fit onscreen.

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