This is a must buy only for those who love the series, and something of a serious consideration for turn-based fans.
This may come as a tremendous surprise to all my fans out there (there are at least three of you, this I am sure of) but I can be swayed by the critics. I know, I know, I come across as an indestructible beacon of impartiality, unmoved by the sweeping and always changing winds of the professional windbags.
Though this is still true (don’t go throwing out those ‘John Misak in 2008’ banners) there have been times when I have purchased a game, or have gone to a movie, or have bought an album based on someone’s jawing. Most times, this ends in wholesale disaster.
I sort of see it like having someone hook you up with that person they think would be so perfect for you. Judging by my experiences with being set up I can say two things: 1) It never works and can lead to physical danger if you are not careful, and, 2) None of my friends or family have any clue as to who I am, let alone who would be a perfect match for me.
Now that I have cleared that up, let me get to the point of this review, which in this case is Age of Wonders. A few years back, I had gone to the store several times, glanced at this game, and always picked something else up instead. It was one of those things where the game looked good, but something kept me from getting it. (I’d love to see how the marketing moguls deal with customers like that.)
Then, I read a review. The game received the “We Love It!” award, or maybe it was the “Unified Geek Recommendation” It doesn’t matter. I went online, and two other sites gave the same gushing reviews. I bought the game. I played it. I yawned.
It wasn’t bad. In many ways, it was very good. The problem was, it lacked something, that intangible element that allows a game to go from your short term memory to your long term, if you have any of that left.
This was a great game on paper. I don’t play games on paper. I never did. I never will, unless forging my mother’s signature on a mid-semester failure notice counts. Think about it. Take a moment to recall all the games you have played. You probably can’t do it. There will be a few games at the least that you have no recollection of. It is because they lack that compelling reason to be played.
When I received the sequel, Shadow Magic, I tried not to recall my experience with the first game. I know this game is not really billed as a sequel, but rather a stand-alone expansion pack, I detest such an explanation and will treat this game as its own. To be so unbiased is near-impossible, but I will at least try. Plus, I liked the idea that this game was based on a bit more magic. I had hopes that this would echo one of my favorite turn-based games, Master of Magic.
Fans of the series will be happy to know that the game bills itself as everything the previous games were, with new features and better graphics. Sounded good to me. Still, as if Agent Smith were residing somewhere in the back of my mind, the word ‘purpose’ echoed.
Sure, the game is improved, but will it now have a purpose? Will I have a purpose to play it? Will it get to the point where I keep saying ‘just one more turn’ as I have when playing other games of this genre, games that compelled me to play?
Upon first glance, this game appears to be nothing special. The graphics on the box and during the intro are a bit uninspired, to say the least. They certainly have a feeling of familiarity.
You’ve seen this before, and, unlike the view from the closet, of your older sister’s best friend getting changed, there seems to be no reason to see it again. Or, is there? Can there possibly be a sense of mystery here, could there be a realization of what has gone wrong? Could someone have really seen the error of their ways and felt the need to change it? Stay tuned.
Age of Wonders is a turn-based game with the elements of empire building and RPG thrown into the mix. The balance of game elements has always been strong in the series, and this entry seems to be the best of the bunch.
With dynamic spell effects, character tweaking and a good, wholesome amount of battle, the game really does appeal to all types of gamers. Of course, there are those gamers that cannot be satisfied by anything, but I am not talking about those overly needy meatbags.
The intro was fairly interesting, and the in-game menus are nice. These two aspects of a game really mean little to most people on the surface, but they are a nice touch that sometimes lead to a better overall game experience. Installation was also simple. I brushed my teeth while I was waiting. I read the back of the box four times. I scratched myself half a dozen times. No, not there.
Let me just say that this game could have been excellent. It could have been one of the best turn-based strategy games to come down the wire in some time. Unfortunately, it isn’t, and it can’t be, not like this.
The problem lies in purpose. This games purpose has been satisfied already by Heroes of Might and Magic and its infernal sequels. If 3DO hadn’t been run by some half-wit who thought that they could sustain a series through a half-dozen half-baked sequels (remember when they released four mini-versions of essentially the same game?) this sort of game might still be appealing. This isn’t the case, and Shadow Magic pays the price.
Again, there is nothing inherently wrong here. If you really like this sort of game and cannot get enough, you will find tons to enjoy, what with the heroes, the magic, and the incredible detail spent on both.
Combat is intriguing though a bit confusing at first. I do love these games, but I can get enough of them. I must admit, however, that this game is far better than the latter Might and Magic games, particularly in attention to detail and overall game experience.
One complaint I will offer is the initial difficulty. You have to stay really close to home to build up your forces first, which makes the beginning a bit boring. You will get creamed by your opponents, who somehow invade with legions of forces when you have only a bunch of guys with pitchforks to defend your land. This could have been tweaked a little better.
I really am confused on how to rate this game. On one hand, it reeks of something done before. On the other, it offers enough to be considered a good experience overall. On one foot, it is not billed as a sequel and isn’t supposed to be judged as a full game. On the other, it doesn’t require the original game or characters. I liked the game, and, I think, in today’s world that’s saying a lot.
I have the attention span of a goldfish (something like three seconds, according to Snapple facts) and if something can hold that attention, it is doing a good job. It deserves merit for this.
However, the game is not particularly awe-inspiring. I guess it falls in the middle somewhere. It won’t win any awards, but those that play it will certainly get their money’s worth. Add a few points to the score if you really love fantasy turn-based games, and take a few off if your affection for said genre has waned with the quality of the releases lately.
Review by John Misak.
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