Disciples: Domination Review: A Sequel That Plays It Safe

Five years after Liberation, the return to Nevendaar confirms the series' tactical framework but shies away from innovation. Solid, but lacking vision.

di Simone Rampazzi
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Disciples: Domination returns to Nevendaar five years after Liberation, with a change of developer that, at first glance, hinted at a new direction. Artefacts Studio takes the place of Frima Games, and on paper, this handover should have translated into more courageous choices: a re-elaboration of the combat system, perhaps a different way of structuring exploration and progression. The problem is that Domination recovers the predecessor's framework almost entirely, re-proposing the same game grammar with few substantial modifications. The difficulty has been raised, some imbalances corrected, but the final result seems more like a substantial update than a true sequel capable of shifting anything.

It's not a bad game, by any means. The turn-based grid combat system still works well when it comes to managing positioning, unit synergies, and enemy weaknesses, and Disciples maintains that dark fantasy identity built on impactful battles and a progression that never leaves you completely at ease. What's missing, however, is that evolutionary leap capable of transforming a good strategy game into a memorable one. Where a decisive step forward was expected, the game prefers to consolidate what Liberation had already built. And consolidating is fine, but when it's done without ever truly daring, that caution starts to be felt. It's not a question of content quantity; it's a question of vision: Domination chooses absolute continuity where the expectation was evolution.

The Reign of Avyanna Continues

The story picks up fifteen years after the events of Liberation, with Avyanna still on the throne of Yllian but now worn down by the weight of power. The kingdom she had painstakingly united under a single banner shows its first cracks: tensions between races re-emerge, a mysterious magical anomaly spreads across the territory, and even Orion, childhood friend and historical ally, turns his back on her before reappearing as a spirit to warn her of an imminent danger. The plot revolves around the protagonist's inner decline and the fragility of her dominion, with the arrival of the Dwarves as a new playable faction and the shadow of ancient cults enriching the context. Choices in dialogues influence reputation with the five main factions and shape Avyanna's disposition, but rarely produce truly incisive consequences. The narrative flows coherently, without ever daring too much.

The real problem is that Domination starts from an interesting premise and then manages it with excessive caution. The first chapter had built a dark past for the protagonist, with Orion as a central figure capable of giving emotional weight to choices, and a narrative progression that pushed players forward. Here, however, everything seems more stripped down, as if the authors had deliberately emptied the house of furniture: the structure is there, but the sense of belonging that had been created before is missing. It's not a memorable beginning, and this impression lingers through much of the experience. The narrative isn't weak in itself, but it seems restrained, as if the change of developer also brought with it the fear of touching the predecessor's legacy too much. The result is a plot that works when it simply needs to hold the missions together, but disappoints when it should surprise or truly shift something on an emotional level.

Solid Gameplay, But No Tangible Evolutions

In terms of gameplay, Domination confirms the framework that made Liberation recognizable, with turn-based grid battles that demand positioning management, reading enemy weaknesses, and building synergies between units. The system works: each encounter requires studying the opponent's army composition, alternating between the three stances (High, Medium, Low) to adapt to the situation, and exploiting elemental strengths and weaknesses to break defenses. The strategic variety is solid, and when it manages to fit the right combinations between factions, combat delivers tangible satisfaction. The problem is that this solidity never translates into evolution: after the first few hours, the grammar of combat remains the same, and Domination introduces no mechanics capable of truly shifting how a battle is approached. The difficulty has been raised compared to Liberation, this is undeniable, and some bosses require more accurate preparation, but the general impression is that the game demands more patience than ingenuity.

Army composition remains the core of the experience. The five playable factions – Empire, Elves, Undead, Demons, and Dwarves – offer distinct approaches, with units differing in resilience, mobility, and damage output. The Dwarves, new to this chapter, introduce interesting dynamics related to resistance and field control, but they don't overturn the general balance. Each faction has dedicated buildings in the capital Yllian, and upgrading these structures unlocks more advanced units and specific abilities. The reputation system with factions influences dialogues and events, but its impact on gameplay remains limited: there are no true strategic bifurcations, only variations on an already known theme. Companions, selectable based on playstyle, offer unique abilities and narrative support, but here too, management is more linear than one might hope. Once an effective formation is found, there's rarely a need to change it.

The real crux of progression is Avyanna. As in Liberation, the protagonist is the tactical pivot of every battle, capable of turning even desperate clashes around thanks to an arsenal of devastating abilities and stats that grow faster than allied units. The problem is that this centrality, which on paper should give a sense of growing power, ends up unbalancing many encounters. Avyanna becomes so dominant that allied units stop being comrades-in-arms and become mere distractions for the enemy, cannon fodder useful only for buying time while she sorts out the situation. It's a dynamic that Liberation had already shown, and which Domination not only fails to correct but, in certain situations, amplifies. It's not uncommon to find yourself winning battles simply by positioning Avyanna aggressively and letting the rest of the party absorb the hits. It works, but it takes away the bite from a combat system that would otherwise require more attention to collective resource management.

Resource management follows the same principle of caution that permeates the entire experience. Gold, Iron, Wood, and Essences are used to upgrade buildings, recruit units, and improve equipment, but their distribution is calibrated in such a way as to never truly put pressure on the player. Side quests offer additional rewards, but rarely introduce significant variations on a narrative or tactical level: they are short detours, set in already visited areas, useful for grinding experience and loot but not very incisive on the overall picture. Even equipment follows this logic: there are different rarity levels and possible modifications, but the system never reaches the depth that transforms customization into an autonomous strategic dimension. You upgrade the weapon, enhance the armor, and proceed. There isn't that moment when a particular build radically changes the approach to an entire section of the game.

The exploration of the five large regions, each linked to a faction, confirms the approach already seen: isometric maps explorable in real-time, dense with points of interest, resources to collect, and obstacles that require specific companion abilities to overcome. The level design is well-crafted, with shortcuts to unlock and alternative paths that reward those who take the time to explore thoroughly, but it lacks that sense of discovery that makes exploration rewarding beyond simply collecting materials. Returning to already visited areas is often necessary, in a cycle that mixes narrative progression and systematic completion, but this necessity ends up transforming into routine rather than strategic choice. The capital Yllian serves as a central hub, and all management activities are concentrated here: recruitment, building upgrades, dialogues with companions, equipment improvement. The reconstruction of the city, narratively justified by its decadent state, mirrors mechanics already seen in Liberation: resources are invested to unlock more advanced troops and expand strategic options. It works, but there isn't that sense of transformative growth that makes managing a hub a pleasure in itself. It's functional progression, not memorable.

The Dark Fantasy Aesthetic Works, But We're Not There Yet

On the technical front, Domination maintains the dark fantasy aesthetic that characterizes the series, with evocative environments and an artistic direction consistent with the grim tone of the narrative. The maps are detailed, faction designs are recognizable at a glance, and the use of color palettes helps distinguish territories and atmospheres without the need for intrusive interfaces. The problem is that this visual appeal doesn't entirely hide some technical limitations: animations often appear stiff, especially during combat, and the overall impression is uneven. It's not a qualitative collapse, but neither is it a clear leap forward compared to Liberation. Some design choices are puzzling, and overall stability is not always guaranteed: minor bugs, slowdowns in the most hectic phases, and some uncertainties in the artificial intelligence are noticeable throughout the experience.

The AI, in particular, represents one of the most disappointing aspects. In some situations, it manages to apply pressure, exploiting weaknesses and striking at vulnerable moments, but in others, it seems totally incapable of exploiting obvious advantages. This irregular performance affects the perception of the challenge: moments of tension alternate with overly simple phases, where a human opponent would never concede the same openings. The difficulty, raised compared to its predecessor, ends up depending more on the randomness of the AI's decisions than on a carefully balanced design. On PC, with a modern configuration, the game runs without major issues, but the impression is that the technical department was not the main focus of development. It works, but without shining.