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RPG Index: Single player Role Playing Games

Showing posts with label strategy. Show all posts
Showing posts with label strategy. Show all posts

Monday, 22 July 2013

Might and Magic Heroes VI

I've had a copy of Might and Magic 6 for years. I've tried to get into it several times, but failed due to circumstances outside my control or because I just plain couldn't get into it. Recently I decided to rectify that issue, and force myself to sit down for a solid Might and Magic session and finish a couple of campaigns. I gotta admit I really don't like it. It's fun for a couple of hours, but the longer you play the less interesting it gets.

I just can't seem to enjoy the battles, they are too repetitive.

Genre: RPG, Strategy
Release Date: 13th October, 2011
Platforms: PC
Score: 3/10
Similar Titles: Sorry, I can't recommend other games this bad because I just don't remember any.

Might and Magic Heroes VI thrusts you into the role of a sovereign in the world of Ashan, a place plagued by many monsters and your usual fantasy creatures. Orcs, Gryphons and Undead: stuff like that. As ruler of the realm your role is to build a large army, capture resources around the map to fund that army, and kill everything that gets in your way. Depending on which campaign you dive into there's a different story, usually something about defending your lands from an invasion or something boring like that. Sadly, the story is one of the redeeming qualities of the game- despite being scarce and short. For example, the first campaign pits you in control of Duke Slava; a young noble allied with the Orcs. Unluckily, people don't like the Orcs so you have to send them a message by putting a sword in their gut. Eventually you kill a few people who are important and some angels get involved, and everything just gets a little bloody. But to be honest, you'd be better off just reading the story on Wikipedia, it's less time consuming and you don't have to actually suffer through the tedium of the game.

The CGI does look amazing, but there's barely any of it.

Both the campaign map and the battles are turn-based in Might and Magic. You have a set amount of movement points each turn on the map, which can be increased by equipment or talents when you level up. When you end your turn your opponents get to move, and every few turns everything on the map gets slightly harder to kill. If you squander enough turns, it becomes impossible to progress further because the armies you have to defeat become far too powerful. This is a nice idea on paper, it forces you to keep making progress. The goal of each mission is to capture and convert the enemies castles, or defeat a specific army. On the way you can collect nodes such as blacksmiths or stables to generate units or resources every turn. Once a month you can recruit new forces at your stronghold, so it's usually a good idea to try and get your hero and his army nearby to pick them up. There are small armies everywhere, most of the time you want to capture something you will have to fight something for it. The campaign map is the least offensive part of Might and Magic heroes, it's not exactly fun to wander around securing places for gold; but it's not awful either. If only you didn't have to spend 10 minutes battling a bunch of peasant Undead every time you want to take control of something.

The campaign map doesn't look that pretty, and the UI can get annoying to deal with.

As for the battles, they start out quite interesting. Your units are stacked together, so you can have 40 crossbow men occupying one tile, or you could split it into 2 individual sets of 20. Each unit can move once per turn, and some of them have special attributes that aid their combat ability. For example, Gryphons can attack from any distance by flying to the target and returning to their original position. However, they are all basically the same. You move your unit into position, and attack over and over again until everything is dead. The only layer to combat on top of that is your hero. While he does not take part in the actual battle, your hero can cast spells and attack every turn from the sidelines. When you level up a few times you can choose from a rather large pool of spells in the talent tree. It's nice to have a large repertoire of abilities to use in combat, but the downside here is most of them are boring. Who wants to increase defense by x for 3 turns?

Attacking strongholds is fun the first time. Can't really say the same after that.

Overall, the battlefield is exactly what turned me off Might and Magic. It's a slow paced affair, even with when you set the computer to do it automatically for you. The problem is that you usually end up fighting a couple of armies each turn, and after a few hours it just gets sickeningly frustrating. Combat in this game is the embodiment of 'I hit you, then you hit me.', this outdated mechanic is something Square Enix have been trying to evolve for years. This is the biggest problem with the game, because why would I waste my time on it when I could just play something else with a story that I'm invested in, or with better graphics and combat?

I just can't believe this is the sixth edition of a game in 2011. It's like a game from the 90's. A bad one.

Despite the incredibly basic warfare, the game has a fair variety of different units to find and recruit. Some of the endgame angels and dragons are really cool and powerful, it's awesome to have them in your army. However, there are only a couple of upgrades for each unit. It would have been far better to give players choices when they want to make their army more powerful, instead of giving us some none-optional power ups that are insignificant for the most part. It's a real shame, because the base combat starts out promising, but it doesn't give you enough to work with as you get further into the game. The Spearmen you have at the beginning are the same as the Spearmen at the end.

The cutscenes are dull. Can't really describe them any other way.

From the small amount of research I've done, Heroes of Might and Magic 6 has advanced in quality from the titles that came before it. It's made progress. But in my opinion, no way near enough. It looks like a cool game and when you first start playing it feels like it too. The Heroes can develop aggressively down the blood path or intelligently up the tears route. The units have been collaborated from a vast collection of fictional creatures. The graphics aren't half bad, and nor is the atmosphere. Unfortunately, after a few hours your opinion of the game deteriorates, and you start to think 'shouldn't there be more to this?'.

Maybe I'm not being fair to a game that's really old. Oh wait, it's only been 2 years since it came out! It feels like it's a game from 2006 or earlier, it's that outdated. Maybe they didn't have the budget to make it better? Well I'm pretty sure Ubisoft had plenty of cash to publish it. That's the problem with this title. It seems to have everything it needed to be a comprehensive modern video game; and yet it plays like something I'd be playing on windows 98 when I was in primary school. This is the most scathing review I have written for a game thus far, and I feel a little guilty about it. So I booted up Might and Magic to give it one another chance. An hour later, I'm back- and I refuse to change a word of it. Other critics have given this game a fairly high score, one that it doesn't deserve.

Don't buy this title unless you like games that are slow-paced, unnecessarily time-consuming and outdated. I'll give it one saving grace: it's playable. But I don't pay for games that are playable. I pay for games that are going to give me an existential life crisis when I run out of content to play.

Friday, 5 July 2013

Mount & Blade: Warband

If you're looking for Warband mods, try Floris or Pendor, they are the biggest and best available.

I have yet to play a better kingdom building game than Mount & Blade. No other title can really provide the same satisfaction of starting out a campaign alone and penniless, forming your own band of mercenaries, rising in power until you're ready to try for the throne. Sure, other games try to create this experience, but none of them do it as well as Warband. As far as single player titles go, this one's top quality bueno.

An intense melee brawl in Mount and Blade
Things can get a little crazy when the melee starts.

Genre: Action, Third-person, RPG, Strategy
Release Date: 30th March, 2010
Platforms: PC
Score without mods: 7/10
Score with mods: 9/10
Similar Titles: Total War, Chivalry, War of the Roses

Mount and Blade: Warband is the sequel to the original Mount and Blade. It hasn't changed much, it's the same game with buffed up features and some polish. It's not nearly as polished or pretty as it should be, in fact it still feels like a game in beta. Which is why it's strange that Warband is still one of the best games I've ever played.

A night battle in Warband
Taking a hill gives you a pretty overpowered advantage.

There are two sides to Warband. The campaign map and the battlefield. Most of your time will be spent on the map, traveling from city to city looking for quests and enemies to fight. However, once you make a little progress you'll be repelling armies left and right. There is zero story whatsoever, so don't expect any until you start piling on some mods. The battlefield is the fun part of Warband. When the fight begins, you can command your soldiers around the field at the same time as controlling your character. It's essentially third-person action, combined with real-time strategy. It's a great feeling, sending your infantry into the fray whilst charging alongside your cavalry into the flank. It's far more satisfying being in the combat instead of watching it from above.

The overworld campaign map in Mount and Blade
The overworld map isn't particularly pretty, but then again neither is the rest of the game.

Warband's combat really is something special. You can make use of various weapon types, including swords, crossbows, lances and even stones. Each weapon has limited functionality, so it's quite a hard decision to decide whether to keep that two-handed claymore for sweeping past people on horseback, or trade it in for a bow so you can nail enemies from afar. Moreover, dealing damage is directly related to physics. For example, if you're running at full speed on a horse and land a blow on somebody, they are going to take twice as much damage as they would if you were stationary. You can swing in 4 different directions, and if you swing in the right direction with your momentum, it will do significantly more damage. This is a unique feature that brings a new element of strategy to battle.

Upon starting your new character, fresh with your own backstory, Warband drops you into the lands of Calradia. From the beginning of the game, you are free to do whatever you want. You can try to besiege a castle at level one, if being hit by 40 arrows in the face is something on your list of things to do. Typically it's a good idea to kick off your campaign by recruiting a few peasants and searching for bandits to get early weapons and cash. Completing quests for villages and lords lands you reputation points and money, both of which become important as you progress. Once you have trained your men into competent swordsmen and archers, you become a formidable band of mercenaries prepared to fight some of the larger forces on the map.

A siege battle in the snow from the game Mount and Blade
Castle sieges can be really difficult with limited ladders to attack from.

The reason Mount & Blade: Warband is so addictive is because you can choose your route to power. If you want to become a peaceful diplomatic, you can help villages prosper by helping them with bandits and buying them grain. Then you can invest that money into various enterprises to turn a profit every week. Eventually you can join a faction and fight for them, with enough reputation your king might even reward you with a castle or city. Or, you can take the quick route to power. Loot and burn villages, ambush lords and ransom them for money. Take a castle for yourself and establish your own rogue kingdom. This is a fast way to piss off all the factions, but if you're prepared to fight them off you can create your own utopia; recruit your own lords to patrol your lands and manage your finances.

Rolling around the map outmaneuvering armies twice your size and crushing them feels like an entire game in itself. However, when you start conquering provinces and owning lands- it becomes a whole different ballgame. Suddenly you're posed with questions of state, who to appoint as a leader, how many troops to leave in the garrison, and even building upgrades to improve your cities and villages. Instead of going from country to country, you're posed with defending your lands all while keeping your own army strong and formidable enough to counter any threats.

Training peasant villages in Mount and Blade: Warband
Training peasants consists of beating them unconscious until they get stronger.

Even though Warband is definitely better than most of the medieval war games I've had the misfortune of playing, it's still inherently flawed and feels unfinished. Sometimes attacks glitch and miss or hit when they shouldn't have, and walking up hills slows your units down far more than it should. There aren't many quests and they are a chore to complete, which often makes it difficult to farm reputation with a village or person that you want on your side. It's possible to romance lords and ladies of the opposite sex, but it's time consuming and lacks benefit. Although all these features seem hastily tacked on it's justifiable due to the massive branches of options and mechanics in Warband. Even more so considering it was created by a small indie company. With a higher budget and a bigger team, there's absolutely no limit to how high the Mount & Blade franchise could reach.

When I take a step back and look at the overall composition of Warband, it's nothing less than fantastic. There are dozens of cities and keeps owned by different factions, all with their own economy. With some memory and a little perseverance, you can make money by transporting the right goods from town to town. Lords recruit armies and trawl across the map, picking off bandits and fighting their enemies. Over the space of a couple of months in game time, factions go to war and try to conquer territory. If you're not careful, you can indirectly help a faction by defeating their enemies, and then they will spiral out of control and take half the map. Dozens of companions can be found in taverns, who level up just like your main character. You can even throw some epic gear their way, if you want them to be a monstrous killing machine. My point being, every individual feature of Mount & Blade: Warband needs work, polish or an overhaul. However, when all those single pieces come together as a whole; it forms a beautiful game worthy of every fanatic collection.

Fighting in a tournament, Warband
Tournaments are a good way to rack up some cash, if you win anyway.

What's funny is, this is all just the core Warband game. You still don't know about the best part. Mods. Mount & Blade has one of the finest modding communities in existence, rivaling that of the Elder Scrolls and Total War. From small to complete overhaul, if there's something you want- you can find it. You can change the size of battles, add in story elements and even monsters. You can download packs with dozens of new units, or even entirely new maps. Don't like playing games with sub-par graphics? Download some HD textures and voila! Pretty. There are overhaul packs that make Warband feel like an entirely new game.

It's gotten to the point where I physically cannot stand playing the core Mount & Blade. It's a brilliant game, but it reaches near perfect with some of the mods you can download. If you're looking for an overhaul to make Warband so much more; try Floris or Prophecy of Pendor.

Friday, 21 June 2013

Why don't more people know about Mount and Blade?

Mount and Blade: Warband is the kingdom building sandbox experience of a lifetime. I can put this franchise in the 'god-tier' category with confidence. Which is why it's genuinely surprising that it doesn't have more of an audience. In Mount&Blade you can grow from a peasant to a commander, and eventually even a king. What's more, it's got fantastic combat that pits you on the battlefield alongside your troops, allowing you to command your ranks while in the center of the fray. You can tell you're playing something truly amazing when a game has irritating bugs, a distinct lack of polish, and awfully optimized graphics; but you can't bring yourself to stop playing it.

You start out alone in the world. Eventually you can wield an army of hundreds.

There are currently 3 Mount & Blade titles on the market, with the 4th in development. Each game runs on the same engine, with the only changes being various adjustments to improve the quality of play. If you haven't heard of this franchise yet, either do a little digging or just buy Warband. The original Mount and Blade is a little outdated, and the newest edition Fire and Sword has a few unsightly design changes that make it less fun. Warband is the one to buy.

Although the original campaign can easily soak up a good 30+ hours of your time and still leave you with stuff to conquer and finish, what makes Mount and Blade a timeless game of outstanding quality is the gigantic modding community. The base game is a mod enthusiasts paradise. There are so many complete overhaul packs that you're essentially buying a dozen games in one. I've racked up over 200 hours on Warband so far, and I only spent a couple of hours playing it without mods.

The world map is gigantic, and you can conquer all of it.

If you're looking for one of those games that you will never regret buying, look into Mount and Blade: Warband. More specifically, do some research into the mods you can get for it. It's essentially free DLC. Take a look at Prophecy of Pendor and Floris, both are gameplay overhauls that introduce around a gigabyte of awesome changes. If you're interested in multiplayer, you can also try out CRPG. My point is, if you want it; there's a mod for it on Warband. The goal of this article is to raise awareness of an under appreciated franchise. If you haven't heard of Mount & Blade, then take a look and try it out. It's cheap!

Fallen Enchantress: Legendary Heroes

Fallen Enchantress brings the city expansion mechanics from Civilization and influences it in another direction with hefty RPG elements. When a tried and tested game is taken and built upon in the correct way, it can either be worse or better than the original. In the case of Fallen Enchantress: Legendary Heroes, it's arguably a definitive improvement on Civ.

If you don't want to create your own hero, there's a pool to select from.

This is a title that makes you want to clear you schedule for several days; just so you can play campaign after campaign. In my opinion it's a strategy masterpiece, once again proving that the smaller and more driven gaming companies are more reliable at producing top tier video games. I must admit I have an affinity for strategy games with a strong RPG components. Being able to build your own kingdom or empire from scratch is a feature that everyone enjoys.

Early on it's good to try and field a couple of armies to search the map.

Turn based strategy games are uniquely qualified to perform admirably in tandem with roleplaying games. Fallen Enchantress allows you to create your own faction by selecting perks, colors, and banners for your armies and cities. After that, you can customize your main character with weapons, stat bonuses, magical talents among other choices. With a comprehensive and satisfying list of options when beginning your campaign, your army feels like it actually belongs to you. It's what makes this game special. Instead of starting as a predetermined country or race like most strategy games, it feels pretty damn glorious to see your handmade empire conquering cities and wiping out enemies.

Autobattle is really unreliable.

After restarting several campaigns I got to grips with the general rules of play. You begin the game with your commander and a small army. From turn one it's important to explore the map to grab valuable resources and upgrades. You can also take out some of the weaker neutral armies on the map, or complete quests to gather experience and a reward. Early on the map is a very inhospitable place. There are countless dangerous enemies that will get you wiped out. At the same time it's also important to establish your city and choose a strategic approach to how you want to build it. I found that on the higher difficulties it was vital to create pioneers and create several well placed cities early on.  Although your biggest problem at the start is the gigantic lands filled with dangerous monsters, other factions will quickly get in your way and try to cut off your expansion.

There aren't that many important nodes to tap into on the map, but they are useful.

Legendary Heroes is an addictive game. Once you get rolling and attract a few heroes to your cause, it becomes a debate on whether you should play defensive and rush your research, or pump out armies to take control of the best resources to get ahead. Leveling up your basic soldiers is difficult when they die so quickly but very rewarding. It's a shame that the auto-battle feature is pretty awful, it doesn't try to keep your units alive. So even when you have a superior force, you usually have to resolve the conflicts personally to prevent losses. They don't take too long but they can get pretty boring.

Out of the many strategy games I've tried, I find Fallen Enchantress: Legendary Heroes one of the forerunners. Up there with titles like Shogun 2 and Warband. From the frantic early game to the empowering endgame it's addictive and enjoyable. It's a shame that it lags pretty harshly between turns and lacks much needed polish. Here's hoping that the sequel steps it up a notch and brings us something for the hall of fame.

Tuesday, 23 April 2013

Final Fantasy: Tactics

After creating the first Final Fantasy: Tactics game, Square tried to build on it with a couple of other handheld titles on the Gameboy Advance. Sadly, the franchise didn't really take off. But FF:Tactics was a brilliant game, worthy to be remade as War of the Lions for the Iphone and PSP. Every time I decide to go shopping, I always end up finding another beautiful title that I just can't pass up on. This is one of those iconic games, that every gamer should at least have a little experience with.

The graphics are bad by modern standards, but still playable.

Genre: Strategy, JRPG
Release Date: 20th June, 1997
Platforms: PSP, Playstation
Score: 8/10
Similar Titles: Final Fantasy, Vandal Hearts, Fire Emblem

As expected of a Final Fantasy game, Tactics has the usual turn-based combat. However, the addition of terrain navigation and strategically positioning your units changes the game considerably.  As a Playstation game, it's getting very old. It's aged magnificently, but Final Fantasy: Tactics is old enough to be rife with minor annoyances that don't plague the new releases of today. I hated waiting for my turn. Spell animations are a minute long. At least a third of your time playing this game you won't be doing anything but waiting for your turn. It's frustrating that none of the issues from the original edition have been adjusted. It should of been fundamental for Square to polish the game before porting it. The only real downside however, is it takes a dangerous amount of patience to enjoy Final Fantasy: Tactics. Oh, and you can't skip a second of it.

The combat can be really tough in a few situations.

Ivalice has been a part of three Final Fantasy games to date, and although it's not a full world it made quite the debut in tactics. The inhabitants of Ivalice can use both magic and technology, and it has numerous races of denizens and monsters. Although you don't get to see much of the location in Tactics, you get to see Ivalice in all its glory in Final Fantasy: XII.

The story begins with Ramza, a young mercenary with the blood of a noble. Ivalice has just ended a war, and the king is dead. A baby is the only remaining heir. With nobody to keep the nation under control, two factions fight for rule. Prince Goltana and Prince Larg have started a full scale war just to seize power. Ramza is unfortunately caught between these two lions as a pawn. So instead of taking a side, he instead fights for justice.

Aside from the nobles kicking sand at eachother, the commoners of Ivalice are also starting a fuss. The peasants are upset for being treated like dirt, and many uprisings are afoot. Delita, Ramza's childhood friend hates the privileged nobles so much, he seeks to manipulate and destroy them. In other words, the shit has hit the fan in Ivalice, and it's Ramza's job to vacuum it all up.

You will meet many characters on your journey, some of which can join your party as guests. The pompous nobles of house Beoulve who are always trying to manipulate their way up the ranks. Delita, your childhood friend and peasant determined to change the world. Agnes, a holy knight under the service of Princess Ovelia. Every person you meet in the game is surprisingly deep. The dialogue is short, yet still manages to convey a lot of information.

The PSP adds a few pretty cutscenes, none of which you can skip.

FF:Tactics has a story that all revolves around politics. Most of the scenes you watch are about people plotting to take their seat on the throne, or to rise above their station. It's basically medieval cloak and dagger stuff. It didn't really interest me that much until I made a fair amount of progress, once I'd played for about 10 hours I started to feel invested in the plot. I was more interested in fighting battles and adjusting my army.

During a playthrough of Tactics you will typically rotate between the world map and battles with the occasional cutscene. The map lets you choose from blue locations with towns to buy new gear and read rumors; and green places with potential battles. Certain points are marked red and guarantee battle. If you defeat all the red areas then the story progresses. Ultimately this pushes you into a simple rotation. Story, grind, gear, repeat. So if this routine is frustrating to you early on, quit now because it doesn't change. Personally, I didn't mind it. However, I know there's plenty of readers out there thinking 'fuck that' as they read this.

With dozens of classes and the ability to mix and match them, it's an absolute pleasure to customize your party. I spent several hours composing different builds and structuring my soldiers in the best formations. Some classes are really broken, like Monk and Ninja; while others are lacking something important, such as Chemist and Archer. There are so many classes to unlock, you will have to put in a lot of time to fully explore them all.

As a strategy game, Final Fantasy Tactics is a step in a different direction for Square-Enix. For some reason they decided to do the whole battlefield in isometric, which is an old technique and one I've never liked. Who the fuck wants to play a game diagonally? The terrain can block your line of sight and it's hard to move the camera to an angle to a good view. On the Playstation edition of this game, that's where the flaws end. On the PSP version, there is one more major disadvantage to deal with. The slowdown. For some reason, Square-Enix decided it would be a good idea to delay the cast time of every spell in the game. As previously mentioned, this inconvenience is annoying. It's gotten to the point that I put the PSP on the table and do something else when the enemies turn begins. Without this issue, Final Fantasy: Tactics would of been a perfect port.

Some classes can move pretty far in a single turn.

A battle typically consists of your team being placed on one side of the field, whilst the enemy attacks from several directions. Once a unit's CT gauge reaches 100, it can act. Each unit can move and perform an action in a turn, if you don't want to do anything you can choose to wait and your next turn will charge faster. Using a normal attack or item is done instantly, but casting magic usually takes a couple of turns. The AI isn't particularly competent, so you will have to fight against an enemy with more soldiers under his control almost every time. Most battles can be completed easily by keeping your units together and surrounding one enemy at a time. If you give all of your men the ability to heal themselves, Final Fantasy: Tactics is a game you can steamroll over for the most part.

There are a few nuances in the system that you have to adjust to. If you're firing an arrow at an enemy, it can be blocked by terrain or even an ally if they are in the way. It's impossible to stand on top of a corpse, so standing with your back to a dead monsters prevents anyone hitting you from behind. Climbing up cliffs or stairs makes use of your jump stat instead of your move stat, so some classes and builds can leap up a building and others have to take a longer route.

Every now and again you can tame a monster into your party, that includes other humans and even chocobos. So if you want to have a strange army of monsters and birds, that is entirely possible. However, usually it's better to keep the same 5 units so they get more EXP. Sadly, you never get to field more than 5 soldiers each battle, so recruiting a dozen unique warriors into your party is pretty much a waste of time. If you could use up to 10 people in a battle Final Fantasy: Tactics would of been much more tactical.

Gafgarion is one badass dude.

Jobs are another word for class, whichever one you pick will change the weapon and armor you can equip as well as the abilities you can use. In the beginning you only have access to 2 jobs: Chemist and Squire. Once you meet the prerequisites it's possible to change to a new class. Character levels and class levels are separate, so changing to a new job puts you back at the beginning. It's fun to explore what each job is capable of. Moreover, some techniques you pick up can be equipped onto your character regardless of class.

When somebody on your team gets downed, you only have 3 turns to revive them or they disappear forever. Although this mechanic will probably annoy you at first, it's easy to adapt to. However, once you get to the later stages in Final Fantasy: Tactics, losing a unit forever is not a viable option. In other words, if you don't resurrect your buddy in time; you're going to have to start the battle all over again. To add insult to injury, restarting a battle requires you to reload the entire game.

It's very easy to abuse the mechanics in FF:Tactics to your advantage. For example, if you want to grind experience all you have to do is kill all the enemies but one. Then, command your party to attack each other whilst healing themselves to avoid death. Each hit or heal grants the caster experience, thus making it possible to level your party members without being in any danger.

Final Fantasy Tactics is a fantastic title, I wholly agree with its transition to the PSP. It's a worthy title that didn't see enough praise on the Playstation. That being said, it's also got many areas that could be improved on. If you want a turn-based game where planning your actions and creating an ideal party is the challenge, then pick this one. Final Fantasy Tactics is not perfect, but it was a great game when it was released, and it's still worth your time now. Just remember, it's very slow paced. Be prepared to put down the console and do something else for a couple of minutes every now and again.

I just wish they'd made a sequel, because using this core engine and perfecting it by adding more classes, bigger battles, side missions and more equipment could make a game that would sit at the top of strategy titles for the next 20 years.

Sunday, 15 July 2012

Warlock: Master of the Arcane

Genre: RTS, Strategy
Release Date: 08 May 2012
Platforms: PC
Score: 6/10
Similar Titles:  Battle for Middle Earth 2, Battle for Wesnoth

Warlock is an indie game. I started playing it on a whim, and it didn't catch my attention very long purely because I had other things to do. Whilst I never really expected this strategy title to invoke my passion for gaming, I certainly got my money's worth. Turn Based Strategy games have always been a fetish of mine, ever since Final Fantasy Tactics.

Warlock menu screen.

What you shall find upon booting up your copy of Warlock: Master of the Arcane, is basic mechanics, some customization, a plethora of units, and simple graphics. It meshes together brilliantly, causing the game to have quite some depth. Build your armies, develop some powerhouse cities, and crush all the other Warlocks on the map using powerful researched spells. It's easy enough to get started, a little intuition will take you a long way.

Anyone with a little strategy experience will pick up the pace immediately. Resources are managed with a simple gold, food, and mana system. Certain units consume resources differently. The general consensus dictates gold is used to buy new units and upgrade your strongholds, food is essentially an upkeep mechanic, and mana is used for your Warlock and his spells.

Campaign creation is surprisingly adjustable.

Starting a new campaign will allow you to pick World settings, customize your Warlock and pick a race. Editing the world scenario is a great feature. It's possible to change the world size, difficulty, continents, enemies and even tack on some extra maps. This means you can adjust how long and challenging you want the campaign to be.

You may select some abilities for your Warlock at the beginning of your game. There is a range to select from such as increased money or mana, powerful starter units for early game dominance, and some devastating spells to wipe out encroaching armies. As the game progresses you learn new magic so a wide amount of utility comes available.

This army crushed a fair few enemies to say the least.

Races aren't a prevalent part of Warlock. There are three to choose from. Human, Undead and Monsters. However, you can access all types of units by controlling the right places. Each race has some variety to what units you may spawn, but they are all quite similar to keep the game balanced.

The entire game is played on the world overview map. I cannot stress how easy this game is to drop into. It's like playing Mario or Rayman. The UI is easy to adapt into, the mouse-over hints provide all the information necessary. Units can move or attack with the click of the mouse; they duke it out automatically and the animations quickly show the victor.

The UI is informative.

After spending approximately a dozen hours on this game, I found it unbelievably easy. Maybe that's due to my experience with the genre. Warlock: Master of the Arcane is definitely a nifty little title. Certainly a valued asset in your gaming repertoire, grab it on sale if you don't feel like throwing money around.

Friday, 24 June 2011

Dawn of War 2: Retribution

Genre: RTS, Strategy, Action
Release Date: March 1st 2011
Platforms: PC
Score: 7/10
Similar Titles: Command and Conquer, Warcraft 3, X-men: Legends

Gotta love the style of 40k.

Todays review isn't what you'd call a traditional RPG. Unlike the single player games I usually cover, Dawn of War is an RTS franchise. However, the second game in the series, Retribution plays like an RPG more than anything else. Relic entertainment have sacrificed a lot of what was good in Dawn of War, and replaced it with an arcadey playstyle similar to that penguin flash game where you just keep trying to fly further and further.


Loads of the badass weaponry from Warhammer are included.

Featuring multiple campaigns with the races from the Warhammer 40k universe, you can play as: Space Marines, Chaos, Eldar, Orks, Tyrannids, or the Imperial guard. Sadly the missions are exactly the same (a couple of differences) regardless of which army you choose.

Dawn of War II adopts a new combat system entirely, eradicating the construction of buildings from the game. Instead of making a base, you will capture strategic points across each map and use them to create units. Resources are collected primarily through destroying crates in the field to find them.

With no buildings to manage, focusing on tactics is essential.

The best thing implemented in the new engine is the champions of each race. During the first mission, you will be awarded four heroes, each with their own abilities, level up system, and gear slots. As they increase in power you will find yourself cruising around without backup, kicking ass and looting shizz. Despite this obvious flaw in the games balance, it's hella fun and that's fine with me.

Missions are straightforward, you will be able to either pick a side mission to gain gear and experience, or advance directly through the plot battles. Gear is thrown at you left and right, and it's pretty awesome being able to upgrade all your characters through their respective talent trees. Talents can be picked in either offence, defence, or utility. Most points will just give you attacks like grenade, but there is some really cool stuff out there (perma-invisibility or invulnerability).

Here's a video to demonstrate some gameplay:

It's pretty fun bossing it through each level, they look very pretty and are intimately designed. Overall, the lack of difficulty (harder modes are just tedious) kinda ruins the game. The Last Stand can be kinda fun for a while, but the game is severely lacking a skirmish mode. Playing online can be really fun, but after a couple of matches you'll really lose steam and enthusiasm.
Eldar attack in numbers, but are quite easy to break through.