Sehen Sie sich unseren High-Resolution-Trailer an und erfahren Sie, um was es in dem Spiel überhaupt geht. Heroes of Annihilated Empires ist die erste Episode einer Fantasytrilogie und eine Mischung aus Strategie- und Rollenspiel für den PC. Das Spiel basiert auf einer neuen proprietären 3D-Engine.
Nutzerreviews: Sehr positiv (117 Reviews) - 86% der 117 Nutzerreviews für dieses Spiel sind positiv.
Veröffentlichung: 22. Nov. 2006

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Über dieses Spiel

Sehen Sie sich unseren High-Resolution-Trailer an und erfahren Sie, um was es in dem Spiel überhaupt geht.

Heroes of Annihilated Empires ist die erste Episode einer Fantasytrilogie und eine Mischung aus Strategie- und Rollenspiel für den PC. Das Spiel basiert auf einer neuen proprietären 3D-Engine. Die erste Episode spielt auf der Insel Atlans, der angestammten Heimat der Elfen. Die Spielwelt ist lebendig und riesig, voller magischer und mythischer Kreaturen, Helden und mächtiger Kräfte, die einen fundamentalen Konflikt austragen, dessen Ursprung weit in die Vergangenheit reicht. Im Spielverlauf kann der Spieler einen der Helden steuern, um Tausende von Kriegern auf das Schlachtfeld zu führen oder diesen allein kämpfen lassen. Dafür steht ein ganzes Arsenal an Waffen und mächtiger Zauber zur Verfügung. Die Möglichkeit, den Helden zu trainieren und seine Fähigkeiten zu verbessern sowie Artifakte zu suchen und zufallsbedingte Missionen zu erfüllen, trägt wesentlich zu einem höchst abwechslungsreichen Spielgeschehen bei.

  • Innovativer Mix zweier Spieltypen in einem Spiel: Strategie- und Rollenspiel
  • Neue 3D-Engine
  • Detaillierte Spielwelt, basierend auf fünf Romanen des renommierten ukrainischen Schriftstellers Ilya Novak
  • Massenschlachten mit Armeen aus Tausenden von Kriegern
  • Vier unterschiedliche Rassen, individuelle Fertigkeiten, Zauber und Artifakte
  • 12 Helden, 12 neutrale Rassen, 100 Einheiten und 150 verschiedene Gebäude
  • Fantastisch ausgearbeitete Charaktere und beeindruckende Einheiten-Animationen
  • Über 150 magische Gegenstände und über 100 Zauber
  • Einzigartige Kampagnengeschichte, die den Spieler in ihren Bann zieht
  • Klassische Multiplayer-Partien mit bis zu 7 Spielern im LAN oder über das Internet. Mix aus zwei Spielgenres: Kombinieren Sie Strategie- und Rollenspiel, oder wechseln Sie während des Spiels ab.
  • Innovatives Zauberkartensystem, für erfahrene Spieler und Einsteiger gleichermaßen interessant. Über 50 Zauberkarten.
  • Packende Weiterentwicklung von Charakteren während des ganzen Spiels
  • Beeindruckende Intros und Filmsequenzen. Videoszenen zwischen den Missionen, die den Spieler in die Geschichte eintauchen lassen.


    Windows 2000/XP
    Für optimale Ergebnisse werden neueste Grafik- und Soundtreiber dringend empfohlen. Sie erzielen eine bessere Spielleistung, wenn Sie alle Hintergrundprogramme (Instant Messaging, Virenschutz, Systemüberwachung) schließen.

    Mindestvoraussetzungen: Intel Pentium 4 mit 2 GHz oder AMD Athlon XP 2000+, nVidia GeForce FX5200- oder ATI Radeon 9000-Grafikkarte mit 128 MB Speicher, 512 MB RAM, DirectX 8.0-kompatible Soundkarte, 2,5 GB freier Festplattenspeicher

    Empfohlen: Intel Pentium 4 mit 3 GHz oder AMD Athlon 64 3200+, nVidia GeForce 6600- oder ATI Radeon X800-Grafikkarte, 1 GB RAM, DirectX 8.0-kompatible Soundkarte, 2,5 GB freier Festplattenspeicher

    Optional: Internetverbindung für Multiplayer-Spiel über das Internet; mindestens 56-KBit/s-DFÜ-Verbindung

Hilfreiche Kundenreviews
23 von 31 Personen (74%) fanden dieses Review hilfreich
3 Personen fanden dieses Review lustig
2.2 Std. insgesamt
Verfasst: 5. Oktober 2015
I initially thought to review this game perhaps after a dozen hours of gameplay at least, but I later found myself with a list of pros and cons written down in my head and felt it was right and reasonable to do it now. (at the moment I've played as little as 130 minutes). The reasons why I'm spending time to write this review are:

1. There are only 95 reviews, not enough. The community looks small and I'd never heard of this game myself despite loving RTS games with all my heart
2. As mentioned, I'm an RTS vidya aficionado. I have a lot of experience with such games and I love to be able to post a semi-technical review for once in my life, comparing everything that was done in the past to this 'modern' game.

First off, let me tell you my background with RTS games and similar genres mostly comes from countless nights playing Age of Empires II - so when I think of any real-time strategic game that's my anchor. If you don't like the whole base-building sub-genre (i.e. you strongly prefer RTS's like Warhammer or Company of Heroes where the focus is on point-capturing etc) don't consider the rest of this review at all; thanks God HOAE is a base-building RTS.

Back to the point, I can list several more RTS's I've played:

-The aforementioned Warhammer and Company of Heroes series (respectively dawn of war and the first title)
-All age of empires titles (including AoM), but the first game. I was too young at that time and never found the classical age inspiring anyway
-Warcraft III
-The Lord of the Rings: The Battle for Middle-earth II
-Grey Goo (very recent, few may know it)
-Command and Conquers III
-Imperivm (European game, not known at all)

Non-RTS but still strategic games that have inspired me, and of which features were often present in many RTS games too:

-Total War series
-Heroes of Might and Magic III
-Others I can't think of

I know this whole wall of text might seem pointless or that I may sound like I'm bragging about my collection of strategic games, but it's quite the opposite, I'm simply trying to give a reference to anyone reading so that he or she can understand my point of view and pros/cons. Enough, let's start:


+Nice unit design in general -- Many units are well drawn, a handful are somewhat original.
+Good classic base-building -- Again, this is my POV. I've played so many annoying RTS's that focused on capturing resource points and lacked the building side to the point of forcing everyone to play in what we all call 'rushing'. You can't turtle in, you ♥♥♥♥ing can't in games like Company of Heroes. If you pick just 2 or 3 points you're doomed.
+Diversity between factions -- As with most 3/4-factions modern RTS's, all buildings and units are designed differently for each faction. I think however that GSC did a good job because most units have no real counterpart in the other races' respective armies. (e.g. a race having a few and expensive elite infantry units whilst its opponent has massed and cheap ones with relatively identical stats, and thus taking the same niche)
+Nice soundtrack, not as good as the OST found in many old RTS games, but very much decent and above average
+Excellent damage/defence system -- I liked this one quite a lot. Most games, even Age of Empires to an extent, ignore altogether technical mechanics like the type of damage a unit does. For instance, in AoE we get only 3 types: melee, missile and siege damage. Here, there's crushing, piercing and chopping or something, as well as magic damage. Every unit has its own damage type and natural resistance to a few other types. This detail makes battles much more strategic, as you have to consider what type of damage is most used by your enemy's forces and so on...
+Many unit specific upgrades -- Every unit has several improvements pertaining its damage and defence, some upgrades related to all faction units are present too


-No Age-up --Basically, the most common of all features, one that usually makes RTS games last ages, was totally ignored. Here the only thing that limits your civilisation/race's progress are a few locked end-game buildings that require you to build unrelated and cheaper ones in order to be able to construct them too. Pretty disappointing, even the aforementioned Grey Goo lacked this wonderful feature.
-No huge unit diversity WITHIN the faction --yeah you heard that right, I have applauded the developers/designers for making diverse unit sets between each faction, and now I whine because there's no diversity within the races themselves. I'm afraid I have to. If what I said above was indeed true, on the other hand they went too extreme with this originality, and forgot to implement a handful of units I would say are a must regardless how original a faction may be. Example: I've played almost exclusively as the Cryo race (some reclusive northmen with a taste for ice magic and many ancient alliances with beings who inhabit the tundras of all fantasy and mythologic settings), and they lack any kind of cavalry AND missile unit. All they have is a diverse array of slow uberbeings (yetis, giants, golems, mammoths) who deal melee -and almost exclusively of crushing type- damage. I understand it could of been for the sake of originality, but to this point? All I have for a ranged unit is either a spellcaster or a ballista. Seeing as all peons use bows, it is implied this society of northmen has a tradition of bow hunting of some sort, which is already implied by the mere fact of living in a ♥♥♥♥ing frozen land in the far north.
-Lame lack of unit-voicing --It bothers me so much that they don't say anything when clicked, dragged, ordered to attack, etc. Any RTS I've played had it, even Grey Goo... So why the ♥♥♥♥ not GSC?
-No unit-specific evolution-like upgrade --I'm so used to unit transformation and evolution too, and I can't feel satisfied with a bunch of armour and weapon upgrades. Like, even in HOMM there are unit upgrades, people love to see their 'whatever' transformed into 'lord whatever elite' with its stats multiplied by 3 for a nasty sum of resources. Again, a very common feature seen even in RTS games like Company of Heroes (the veteran upgrade or something), overlooked by GSC.
-Bad pathing of certain units --no further explanation is needed, you'll see it.
-Some elite units are too much limited in numbers --Most high power units can only be trained once per building type. It's like if you build some barracks the construction houses 10 pikemen and that's the maximum you can have. To train more, you're forced to set up a row of identical buildings. I understand the building limit per se, but perhaps some upgrades or an 'expand building' feature also present in other stuff would of been more reasonable... One ♥♥♥♥♥♥♥ mammoth per building is too much to bear...
-Odd design choices in a few things --Like the Cryo heroes being all human but of different ethnicity. Others might think it's fine, but to me it makes no sense to have the Mage look like some caucasian bearded all man, the Warrior like an average Inuit fisherman and the Ranger a female east asian teenager. On the other hand, whilst this faction has weirdly designed heroes, and is somewhat original per se, typical faction/races present in all fantasy games, novels, films whatever are totally absent (e.g. humans, orcs, gnomes, trolls). Many neutral races are indeed present but only work as a source of income and artifacts (slaughter them) or as mercenaries; most of those would have actually been a wonderful addition to the small list of playable civilisations.
-Unit healing, lastly --yeah I don't know for other factions, but to heal my units with the Cryo I have to cast a spell repeteadly from my Temple or something, and that heals some 10% of all of my units... Pretty crappy and relatively expensive. Also, non-living units seem unrepairable, some have stated. Certain elementals like Ice golems and spirits self-regenerate.
War dieses Review hilfreich? Ja Nein Lustig
2 von 2 Personen (100%) fanden dieses Review hilfreich
17.1 Std. insgesamt
Verfasst: 27. Januar
Almost 10 years later this game still packs a punch. HoAE is WC3's less talented cousin: less epic, less terrain variations, less audio clips and so on... but it's still one remarkable RPG/RTS hybrid. Fairly challenging, too! The icing on the cake is that in the singleplayer campaign you can truly build the hero your own way... a tank to hold off armies, pure magic damage or high attack speed archer, and you also get to select spells for your personal roster. Not that intricate as one would reasonably expect though, but still more recreational than playing the same preset character for each mission. You can also switch your playstyle on the fly, depending which objectives you are pursuing in the current chapter. HoAE is the game on par with some of the 21st century strategy classics, just not as refined and chock-full as those classics.
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3 von 5 Personen (60%) fanden dieses Review hilfreich
21.5 Std. insgesamt
Verfasst: 10. Februar 2014
Ein tolles Spiel , nur kaufen
Das Spiel muss gespielt werden :-)
Und ist auch noch ein richtig tolles Game zu mindest
wem es gefällt über 5000 Einheiten zu kontrollieren.
Also spielen am besten mit den Untoten sind sehr einsteiger
freundlich und gut zum überrennen der Gegner.
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0 von 12 Personen (0%) fanden dieses Review hilfreich
3 Personen fanden dieses Review lustig
0.5 Std. insgesamt
Verfasst: 1. März 2015
Sacred ähnliches Spiel.
Stark gescripted.
Ich wusste nicht was man jetzt genau machen soll um zu obsiegen.
War dieses Review hilfreich? Ja Nein Lustig
30 von 30 Personen (100%) fanden dieses Review hilfreich
1 Person fand dieses Review lustig
15.1 Std. insgesamt
Verfasst: 29. Dezember 2014
I am completely smitten by the game. Never did I expect to stumble on this gem in 2014 and enjoy it as much as I did. I always liked RTS genre with a twist, and what a twist RPG addition is! This is simple, yet brilliantly executed game gives you full creative freedom of an RTS game, but throws in a Hero who can level up and equip items. Seems simple enough, until you get your hero to level 80, who singlehandedly can shift the balance of the battlefield, unless you bring a significant army against him, or shut him down early on. This is an amazing little strategy game which brings novelty and freshness to its gameplay.
Campaign is really cheesy and cringy, but varied and extremely entertaining. Some magnificent easter eggs to be had there that make you beg developers for a Sequel.

Thoroughly enjoyed and well recomended.
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