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AGE OF WONDERS
Fantasy-strategy genre strikes
back
By PATRICK
ANDREWS
This could easily have been called the Age of Wanders. You wander around
a fantasy countryside, looting and pillaging - all in a good cause,
of course - and gradually clear away the fog of war in a quest for
fame, fortune and a happy ending.
Turn-based strategy, stacks of units in a fantasy
setting... hmmm, sounds a lot like Heroes of Might and Magic, or the
Warlords series. After a few minutes of game time, you stare at the screen
in wonder. Surely this is part of the
Heroes or Warlords series. Is turn-based strategy heading down the same
cloning path as its rowdier real-time cousins. Are we about to be flooded
with 100 identical turn-based games in much the same way as the real-time
market has been flooded with would-be Command and Conquers?
OK, so Age of Wonders
looks like a few earlier releases and at first glance plays like them. But
fantasy gamedom is not yet doomed to the pits of eternal peril - or
even the discount bins - because under closer inspection AOW does
reveal enough depth and innovation to take over as the king of fantasy
turn-based strategy games. You don't even have to play in traditional
turn-based mode, because there is an option where the computer makes its
moves at the same time as you, the need for quick decisions adding greatly
to the challenge.
The story goes that
Inioch, king of the elves and all-round nice guy, has been assassinated
and his court destroyed by a band of rogue humans. Inioch's son Meandor
and daughter Julia decide to rebuild the kingdom of the elves, but they
have dramatically different views on how his should be achieved. Julia is
surprisingly forgiving. Apart from the bloodshed and wanton destruction,
those humans aren't bad people, she seems to decide, and elects to rebuild
the kingdom with peace and love, albeit with a bit of bloodshed and wanton
destruction on the side. Meandor, a dark, brooding type, prefers a more
direct response: Humans? Kill them all.
Julia's kinder, gentler Elves? Kill them all. Halflings?
Unicorns? Admirable, hard-working dwarfs? KILL ... I think you
get the idea.
Meandor leads the Dark
Elves and forms the ominously named Cult of Storms, aligning himself with
orcs, goblins and other bad guys against the sunnier-natured, more
marketable types. There is a glow in the sky on the far side of the
continent and both sides instinctively seem to know it's not just a failed
satellite, but something very important. The race is on as those
traditional rivals, the forces of good and evil, try to fight their way to
the distant Valley of Wonders.
AOW has 12 different races,
loads of hidden surprises and offers good replay value because of the
different routes that can be taken on your way to the Valley of Wonders.
Deciding to help or attack a particular race can have a dramatic effect
on how the story unfolds. The campaigns can be played as Julia's Keepers
faction or Meandor's bad guys. Then there are more than 20 single scenarios,
a map editor to create your own scenarios, and a variety of multiplayer
modes, including a play-by-email option.
Missions can evolve into
long, drawn-out campaigns as you try to balance the needs between
protecting your existing towns, workshops and mines and expanding into new
areas. If you run out of gold you can't keep churning out military units,
but if you don't build a strong enough army you can't hold on to your
existing facilities let alone take over new ones. Independent units and
cities that are sympathetic to your cause may be happy to join you, but if
an army of cute-and-fuzzy types tries to waltz into a city of orcs, don't
expect the welcome mat.
You can create units from
the opposing side by taking over one of their settlements, but will they
stay loyal? There are three difficulty settings and it takes a long
time to overwhelm your enemies, particularly as the action can take place
underground as well as on the surface. You march out of one of your cities
to overwhelm a goblin stronghold only to find a rival army taking the
chance to attack your lightly defended city. Win some, lose some -
your fortunes can ebb and flow over hours or even days in each mission.
Even when you take over an enemy city, one halfling swordsman is unlikely
to keep a rebellious population of orcs under control. There is likely to
be an uprising unless you move in a strong occupying force or bring a
friendlier race into the city and kick the orcs out.
Some people may find
there's too much to be managed once you've acquired a large range of
cities and other facilities, particularly playing under the extra pressure
of simultaneous-turn mode. Units can be queued for production, but there's
no warning when production finishes so you have to keep a careful watch on
each city. Far more than in similar games, the AOW combat system allows
budding Napoleons (or even generals who didn't end with a losing streak)
to show off their military prowess. And despite her Miss Sunshine and
Happiness image, even Julia's forces will find themselves regularly
involved in combat so it's not something that can be avoided.
There is an option for
automatic combat, where the computer weighs up the opposing forces and
decides who wins. This seems ideal as a time-saver for those supposedly
one-sided battles, but be warned: the computer seems to punish laziness
and the automatic system can produce some unexpected results.
Your main character, or hero, is something of a wimp at the start of the
game and even if you have a much bigger army, the enemy can end your whole
campaign if they can bring him down with a few well-aimed strikes. Your hero, will be pleased
to note, gets much stronger as he progresses, with you getting the option
of improving him in all areas or concentrating on one or two areas. Up
to eight units can be stacked together, but any friendly stacks alongside
will also join in battle. But watch in horror in automatic mode as your
hero is beaten up by your pitiful four opponents despite your 20-strong
army, or as one opposing unit manages to take out half your attacking
stack. No, in important battles, tactical mode is the way to go.
Here, it is even possible
to defeat a stronger enemy with some careful manoeuvring on the
battlefield. You can decide to retreat and fire from long range to whittle
a bigger enemy force down to a more manageable size, for example. Again,
expect to be punished if you are sloppy in your preparations, though.
Trying to attack a fortified town without siege weapons isn't a great
idea, for example, unless you have a concentration of flying units.
Your hero can learn the
extremely useful wall-climbing skill, but when he gets over the wall he
really doesn't want to take on the whole enemy army by himself. Err,
Baldric, anyone remember the battering ram? A catapult, perhaps?
There are more than 100
magical spells to be researched and these can be used by your hero and
certain other units with some nice visual effects. There are the standard
defensive and offensive spells for combat, but also the ability to summon
special units - or global spells such as the ''Holy Woods'' spell
that will damage any evil-inclined unit that passes through that area.
Graphics are clean and crisp without being dramatically better or worse
than rival titles.
The musical score fits in
with the fantasy epic theme and the sound effects are OK if a little light
on. But after winning a long, bitterly fought mission I want more than a
screen that says I was victorious. I want James Earl Jones singing the
praises of my glorious victory and setting the scene for the desperate
struggle to come.
A series of patches for the game have been released,
but even out of the box, AOW installed and ran smoothly on my Celeron
466.
ORIGINALITY 60%
SOUND/GRAPHICS 80%
PLAYABILITY 90%
ADDICTION 90%
ENJOYMENT
90%
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