Description
This is a collector’s edition of the fantasy strategy RPG Disciples III: Renaissance, set in the war-torn world of Nevendaar. It was released in three distinct versions, each themed after a major faction from the game: The Empire, The Legions of the Damned, and the Elven Alliance. The collection is packed in a cardboard box and includes the base game in a keep case, a user manual, a disc with additional material, a map of Nevendaar, a themed t-shirt, and a unique steel figurine, with the cover art, t-shirt print, and figurine design being specific to each race’s edition.
Gameplay Videos
Guides & Walkthroughs
Disciples III: Renaissance (Kollekcionnoe izdanie): Review
Introduction
In the annals of video game history, few sequels carry the weight of expectation as heavily as those tasked with revitalizing a beloved, cult-classic franchise. The Disciples series, with its iconic gothic aesthetic and unique blend of turn-based strategy and role-playing, had carved out a dedicated following. When Disciples III: Renaissance arrived in 2009, it promised not just a continuation, but a rebirth—a “Renaissance.” This review examines the Kollekcionnoe izdanie (Collector’s Edition), a physical artifact that represents both the publisher’s faith in the product and the ultimate point of contention for the fanbase. The thesis is clear: while this collector’s edition is a fascinating piece of physical media, it serves as a lavish tomb for a base game that fundamentally misunderstood the series’ core identity, resulting in a release more notable for its packaging than its profoundly flawed gameplay.
Development History & Context
Disciples III: Renaissance was developed by .dat (also known as Akella’s internal studio) and published by Akella, a Russian company with a history of localizing and producing Western-style RPGs and strategy games. The game entered a landscape dominated by titans like Heroes of Might and Magic V and the rising influence of complex indie strategy titles. The developers’ stated vision was to modernize the Disciples formula, which had remained largely unchanged since Disciples II: Dark Prophecy in 2002. The technological constraints of the era—requiring only a Pentium 4, 512MB of RAM, and a 128MB video card—suggest an ambition to reach a broad audience, but also hint at the game’s eventual technical and graphical shortcomings when compared to contemporaries. The shift to full 3D environments and a new game engine was a significant undertaking, representing a desire to drag the series into a new decade. However, this ambition would clash violently with the expectations of a community that cherished the series’ distinct, hand-painted 2D art style and deliberate, tactical pace.
Narrative & Thematic Deep Dive
The narrative of Disciples III: Renaissance is set in the familiar, war-torn world of Nevendaar, a high-fantasy realm perpetually balanced on the edge of apocalypse. The story unfolds across three distinct campaigns, each focusing on one of the major factions: the human Empire, the dark Legions of the Damned, and the mystical Elven Alliance. This structure was a departure from the more interconnected narratives of previous titles, aiming for a broader, faction-centric scope.
The plot for each campaign follows a relatively standard fantasy trajectory: a chosen leader must unite their people, uncover a looming threat, and secure their faction’s dominance over Nevendaar. The Empire’s story grapples with themes of faith, order, and the cost of divine mandate. The Legions of the Damned explore corruption, vengeance, and the nature of power in a godless existence. The Elven Alliance delves into tradition versus progress, and the delicate balance of nature against the encroaching blight of other races.
Where the narrative stumbles is in its execution and dialogue. The writing often falls into well-trodden tropes without the subversive or gothic nuance that characterized earlier entries. Characters can feel like archetypes rather than fully realized beings, and the dialogue lacks the weight and gravitas needed to sell the high-stakes conflict. The underlying themes, while present, are not explored with the depth required to elevate the material beyond a generic fantasy conflict. The “Renaissance” of the title implies a rebirth or awakening, but the narrative itself offers little that feels truly new or revitalized for the world of Nevendaar.
Gameplay Mechanics & Systems
This is the crucible where Disciples III: Renaissance fractured its community and earned its infamy. The game abandoned the series’ signature formula—a streamlined, city-building and hero-centric turn-based strategy game with static, auto-resolved combat—in favor of a system that aped Heroes of Might and Magic.
- Core Gameplay Loop: The loop remains familiar: explore a map, capture resource nodes, build up your capital city, and engage enemy armies. However, the feel is drastically different. The interface, while functional, was often criticized for being less intuitive than its predecessors.
- Combat System: This was the most controversial change. Gone were the auto-resolved battles that emphasized army composition and pre-fight strategy. In their place was a tactical, hex-based combat system where players directly controlled each unit. While this sounds like an expansion of depth on paper, in practice it was widely panned. The combat was slow, unbalanced, and lacked the tactical nuance of dedicated tactical RPGs. It stripped away the unique identity of Disciples combat, which was more about the chilling anticipation of watching two beautifully animated sprites clash, and replaced it with a generic and poorly executed imitation.
- Character Progression: The RPG-lite elements of leveling up lords and upgrading unit types within the city structures remained, but were now intertwined with the new combat system. Progression felt less impactful, as the new mechanics diluted the focus from strategic empire management to micromanaging individual unit positions in tedious combat encounters.
- Innovation vs. Flaw: The attempt to innovate was undeniable. The developers sought to merge the 4X-lite strategy of Disciples with the tactical combat of its rivals. However, this was a catastrophic flaw in design philosophy. It did not meaningfully improve upon either genre and succeeded only in alienating the existing fanbase while failing to offer a compelling alternative to the established giants it was emulating.
World-Building, Art & Sound
The world-building of Nevendaar, established in previous games, remains the title’s most sturdy pillar. The lore of the warring factions—the devout Empire, the damned Legions, the ancient Elves—provides a rich, gothic-fantasy backdrop. The Collector’s Edition itself leans heavily into this, with its physical map of Nevendaar reinforcing the importance of the setting.
However, the visual direction of the game proper was a point of severe contention. The transition from the breathtaking, darkly romantic 2D art of Disciples II to a more generic, low-poly 3D world was a bitter pill for fans to swallow. The atmosphere, once thick with gloom and grandeur, was diluted by visuals that felt dated even in 2009. The art style lost its unique identity, becoming another forgettable 3D fantasy landscape.
The sound design, including music and ambient effects, attempted to maintain the series’ epic and somber tone. While competent, it often struggled to compensate for the visual and mechanical shortcomings. The audio, like much of the game, felt like it was echoing a past glory rather than creating a new one. The overall experience was one of dissonance—a world with a compelling foundation was presented through an art style that failed to capture its soul.
Reception & Legacy
The critical and commercial reception for Disciples III: Renaissance was overwhelmingly negative. The MobyGames page for this very Collector’s Edition is telling: there are zero critic reviews and zero player reviews submitted to the platform, a stark indicator of its failure to make a meaningful impact. On other platforms and in community forums, the game was met with widespread criticism and disappointment from fans and reviewers alike. It was lambasted for its drastic gameplay changes, technical bugs, and abandonment of the series’ core identity.
The legacy of Disciples III: Renaissance is one of caution. It stands as a prime example of a sequel that misunderstood what made its predecessors special. Rather than refining the existing formula, it attempted a risky and ultimately disastrous reinvention. The game’s failure was so pronounced that it cast a long shadow over the franchise, effectively putting it on ice for years. Its influence on the industry is negligible, serving only as a case study for developers on the dangers of alienating a dedicated fanbase through ill-conceived modernization. The subsequent releases—Disciples III: Resurrection and Reincarnation—were attempts to fix the broken foundation, but the damage was done.
Conclusion
The Disciples III: Renaissance (Kollekcionnoe izdanie) is a paradox. As a physical object, it is a commendable effort. The three race-specific editions—The Empire, The Legions of the Damned, and The Elven Alliance—each with their unique steel figurine, T-shirt, and map, represent a publisher’s belief in a premium product. It is a genuine collector’s item for a specific kind of enthusiast.
Yet, this lavish packaging ultimately serves as a beautiful coffin for a deeply flawed video game. Disciples III: Renaissance is not merely a bad game; it is a betrayal of a specific design philosophy. It abandoned its unique, atmospheric identity in a futile attempt to compete in a crowded genre, and in doing so, it lost everything that made Disciples memorable. Its place in video game history is secured not by innovation or quality, but as a stark reminder that a “renaissance” requires more than a new coat of paint and borrowed mechanics—it requires a soul, and this game lost theirs. The definitive verdict is that this Collector’s Edition is only for the most completionist of Disciples archivists; for anyone else, it is a monument to a vision that failed.