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Elemental War Of Magic review

Posted : 13 years, 8 months ago on 31 August 2010 01:00

So far this is a bad game. First the pros:
Diplomacy is detailed and flexible. City building is good because most buildings shouldn't be built in most cities so there isn't too much microing around this. Construction orders can be given from the zoomed out 'cloth' view. That also saves lots of time. This game has good moding tools so you can fix some of its major flaws.

Biggest con is the very limited strategic depth variety and options. This is partly because of balance atm really leans against such things as melee heroes, magic damage mages rather than support or summon, and any variety in the tech tree order. But really the problem is that the math is very very simple. A unit has 4 stats that define everything. In tactical combat there's nothing to think about at all. This problem wont be fixed by the extensive in game modding tools.
Each civ has the same tech tree and no special units.

The simplest definition of a good strategy game is one that gives the player many viable options at every decision in the game. This gives replay-ability, makes the tedious entertaining and creates challenge. The only place this game fulfills is in diplomacy, somewhat in city-building and a tiny amount in choosing techs.

The ai is horrible but that will be fixed for sure.

The game is very buggy and will crash once every 1:30 but that will be fixed and doesn't matter because the game is simple, tedious and boring.

The documentation is very poor/brief. Use the strategy wikis.

For all the effort that must have gone into the 3d animation and art the information it conveys is paltry compared to the 2d drawn overmap. The user will spend 80% of their time looking at that. Basically, its really hard to tell what is what in the 3d map. This is very funny. Its almost a proof that the game would have been better 2d. Unfortunately tactical combat doesn't have this option but thankfully needs it less.

The auto-resolve ai is stupid and when squishy wizards need to level you will have to babysit.

There's still alot of tedious micromanaging even after limits on building types, smaller numbers of units, over-map build and auto-resolve. This is partly because the interface is unfinished and units need to auto-move at the beginning of the turn not the end and the spell casting requires specific unit positioning.

Go play masters of magic. Or age of wonders or civilization...


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