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The turn-based strategy genre is feeling a bit dated nowadays; many
gamers favour the instant action of real-time games such as Empire
Earth III and Homeworld
2. I too am turning to RTS games more often these days, yet
I live in the hope that there is still life in the old turn-based
genre and that possibly it can be taught some new tricks. Approaching
the frontlines to arrive early next year is Fantasy Wars, developed
by Ino'Co and 1C, the latest addition to the ranks of the turn-based
strategy. Was my hope of renewed life in vain? Most definitely not
- Fantasy Wars is one of the most enjoyable turn-based strategies
I've ever played.
The
centrepiece of Fantasy Wars is its gameplay, both simple - due to
a wonderfully easy-to-use and well structured interface - and complex,
requiring intelligent strategies to achieve victory in battle. The
straightforward interface is aided by the simple battlefield layout
- each map, most of which are relatively large and detailed, is
divided up into hexagons, making it really simple to move units
- just click on a unit then click on a green hexagon without any
impassable terrain problems. To make things even simpler, each unit
only has one movement phase and one attack phase per turn - of course,
you are free to move then attack or attack then move, but you don't
have to perform both actions if you don't want to. Moving then attacking
or attacking and then moving adds a basic strategic element to the
game; do I move my Orc stabzas to attack those weak peasants or
do I attack the archers next to me and then move to safety from
the battalion of troopers afterwards? Obviously the order in which
actions are carried out is not enough to determine the outcome of
a battle, as any good strategist knows that the correct positioning
of troops can mean the difference between victory and defeat. Each
hexagon on the battlefield has its own terrain type and many give
defensive bonuses or attack modifiers - handily displayed when you
hold your mouse cursor over a hexagon. These bonuses increase or
decrease your chance of victory in battle - initiate a charge from
higher ground and you will do much better, but get into a fray when
standing in freezing water and death is almost certain.
Continuing
on the strategic theme, a typical mission begins with a deployment
phase, allowing you to place the units you have chosen on the field.
Units can only be placed on hexagons that are adjacent to controlled
towns - there are only a few to start with, but more towns can be
captured later when you decide to end deployment. Capturing towns
is actually a critical aspect of the gameplay and the major way
to make money - there's no boring resource management or endless
ferrying of troops to and from gold mines here - this is war! The
money looted from towns - the usual gold - can be used to train
more units or fill the ranks of squads whose members have fallen
in battle. Surprisingly even human towns have ample Orcs to refit
squads - a bit perplexing but understandable to keep the flow of
the game.
The
best way to keep a game flowing is good narrative content with nothing
too far fetched or confusing - and Fantasy Wars does not disappoint
in this aspect either. The story is a three-pronged affair with
a separate campaign explaining how each of the factions - Humans,
Alliance and Orcs - view the conflict. Orcs seek only to bash things,
leading to centuries of fighting between rival clans. Seeing this
in-fighting for what it is - pointless - Hexers (Orc mages) send
the biggest, meanest and cleverest Orc they can find - Ugraum Grableg
- to reunite the clans and give the warring Orcs something sensible
to kill - humans! Unfortunately, those pesky humans have a nasty
habit of fighting back and the army of Captain Derrick Pfeil takes
the responsibility of defeating them once and for all. Defeating
the Orcs in the Human campaign and successfully bashing humans until
death in the Orc campaign unlock the third campaign, focusing on
the mysterious and fragile alliance between Dwarves and Elves.
Having
a separate campaign for each of the three factions makes each campaign
a bit shorter, but greatly benefits the game by not forcing you
into playing one faction at the start - I'm an Orc man at heart
and don't want to spend hours playing as the goody-goody Humans
- at least not until I've had some skull-smashing fun first! Even
though the campaigns are separate they all relate to each other
by telling the same overall story - albeit through the eyes of each
faction - which gives a kind of cohesion and sense of purpose, making
the plot a lot easier to follow. In addition to the excellent narrative
structure of these campaigns, a huge advantage over existing strategy
games is that each is continuous - you start with an army and end
with that same army. In many traditional strategy games, campaigns
are too spread out, seeming far more like individual missions instead
of a single power struggle - you are given fresh troops that come
from nowhere and heroes are resurrected by unseen forces at the
start of every mission. In Fantasy Wars every man, unit, creature
and decision you make matters - lose a squad of cavalry and they
aren't coming back - providing a sense of realism to the action.
Whilst
the action seems real, the setting is obviously not intended to
be, as is evident in the cartoon-like yet slightly realistic visual
style of the game - similar to Warcraft 3 and Warhammer
40,000: Dawn of War - which works remarkably well. The Orcs
and Goblins are far from the disgusting, slavering monstrosities
depicted in many games, driving would-be commanders away - in fact,
they are actually rather comical and inviting without being overly
silly. It is not just the units that benefit from this visual style
either - battlefields look stunningly realistic, with lush, green
grass, tall forests and tactic-changing murky swamps; even villages
and towns look welcoming, not that you'd want to live in a town
infested by Goblins! This brings me to one disappointment with the
game - the towns, and more importantly capturing them, are just
not enough fun. Towns, castles and other encampments are too small
scale for detailed animation, like the to-ing and fro-ing of inhabitants,
but I would have liked to see attackers crushing city walls before
storming in to dispatch defenders. Instead of proper sieges, towns
simply disappear when attacked, allowing the attackers to walk through
their walls.
This
problem with attacking towns only occurs with the view zoomed in
to show individual units in a squad however. Individual units are
grouped together in fixed size squads of the same type of character,
even though they may look slightly different - a bit like Medieval
II: Total War. For example, scouts are grouped in one squad
while militia are in another, each occupying a single hexagon on
the battlefield. This is not true for hero units like mages and
Mr. Grableg himself however, who are so powerful that they're considered
squads all by themselves. The fireball spell is a great example
of the power of mages - in most games a fairly weedy ball of flame
emanates from the caster's hands, but Fantasy Wars shows the true
meaning of a fireball! Casting the fireball sees the camera zooming
in to focus on your mage who's inciting the deadly incantation -
spells are limited in number but have infinite range. Gobbledy-gook
out of the way, the camera suddenly zooms out and positions itself
over your prey as a massive meteor-shaped ball of flame hurtles
down from the heavens. The burning meteor slams into the ground
above the hapless aggressors, hurling many of them into the air
and to their subsequent doom. Goodness, gracious, great balls of
fire that was amazing - and only one of fifty-five spells available!
The squads of usually many people appear as one enormous character
when the camera is zoomed out, like the oversized characters representing
armies in Civilization
IV. These out-of-scale characters look a bit odd - you can turn
this feature off in options to always see individual troops - but
avoid clutter when getting an overview of the situation, keeping
the individual identities of units visible so you can plan your
next move.
Odd
zoom features aside, you might be thinking that Fantasy Wars is
all about raising armies and sending them into battle, but there's
a lot more to it than that. The first improvement to gameplay to
mix up the usual "you hit me, I hit you" formula is the addition
of quests to complete, ranging from keeping your hero alive for
the remainder of a battle to exploring a mysterious cave. The completion
of these quests often results in extra money to finance your army
or bonuses given to the completing unit, such as increased combat
skills - rewards definitely worth going out of your way for. My
favourite quest so far is the race for a bronze, silver or gold
rating for a mission. The rating you get depends on how many turns
you take to accomplish the main quests of a mission and obviously
the higher your rating, the better the reward. Rewards generally
make your troops tougher and more skilled, so the better you play,
the better they perform - and because campaigns are continuous where
every unit matters, you'll definitely want to get these rewards.
This rating-reward system that depends how you play and results
in the game's dynamics changing is truly wonderful design, providing
the sense of urgency that other turn-based games lack.
Another
feature that most strategy games, turn-based or real-time, lack
is a role-playing element where an army becomes your army
as opposed to a selection of generic pain-dealers. Each unit - not
just hero units - is given at least one slot to store an item or
bonus-granting artefact such as the Mummy's eye, which enables that
unit to see invisible units. Unfortunately, there is no way to transfer
items between units - if your scouts collect an item that you wish
your hero had, there's no way to give it to him, which is slightly
annoying. In addition to the uniqueness given to units by finding
bonus-granting items, each one has an experience level that increases
every time they kill members of an enemy unit, survive an enemy
attack or complete a quest. Upon reaching a high enough level of
experience you can select a 'Perk' or special ability for that unit.
All perks are unique to the type of unit, giving an unprecedented
range of customisation possibilities - you can even give the units
personalised names!
Fantasy
Wars has the biggest range of troop customisation I have ever seen
in a strategy game and coupled with the continuous campaigns you
need to think seriously about the consequences of your actions -
sending your now super-powerful knights into combat with a well-placed
hero might not be a good idea, because if they die then all the
items they have collected and perks they have earned are lost. You
really begin to feel like a part of your army and by the end of
the game you won't want to leave.
When
you do reach the end of the single player campaign then you're free
to have a stab at the single missions - battles against the computer's
fiendish AI (artificial intelligence) that don't really fit in any
of the campaigns, and multiplayer against human players. Sadly,
there aren't that many multiplayer or single mission maps available
yet - hopefully more will come out for download after release or
a map and scenario editor will be included for user-created content.
There is also no online multiplayer over the Internet, although
there is a nifty "Hotseat" mode where up to four players can take
turns using one computer.
Maps
and single missions aren't the only things lacking though - moments
where sound should have been included are left soundless. One major
missed opportunity is where units are selected and ordered about
the battlefield - there should be a grunting "Take us to the fight!"
from Orc mobs and "For the king!" when human paladins are given
attack orders - sadly however, you are left listening to the background
music or occasional clash of axes. Thankfully that background music
is satisfyingly warlike, fitting perfectly with the atmosphere of
the game, its cathedral-like tone brings to mind the worship of
gods to grant favour and magical powers. A major benefit to the
music is its suitability to the environment - playing on a grassy
well-kept regular battlefield produces victory-inspiring tunes,
whereas switch to a snow-covered winter environment and the music
will become far quieter.
All
the cut scenes are rendered using the in-game graphics to keep the
game continuous. As an example, most campaign missions start with
a Command & Conquer style flyover of that mission's main objectives
and this must look the same as the actual game to work. However,
the in-game graphics do not fare so well in the introduction cut
scene, depicting the human champion slaying a foul demon that led
to the shattered human kingdoms and eventual war. The snarling face
of the demon proves the animation is up to spec - as it is in all
areas of the game - but sadly, the in-game graphics seem a bit blocky
for the up-close combat of these big guys.
Whoever
said 'war is hell' was wrong, because Fantasy Wars is shaping up
to be strategy gaming heaven! The interface is simple and easy-to-use,
the game story is well structured to give meaning to battles and
the army customisation is the best I have ever seen in a strategy
game, making this one to watch out for next year. The current build
of the game isn't completely flawless, but the problems I found
are only minor - the missing sound bytes and limited number of multiplayer
maps can easily be sorted before the February 2008 release. Either
way, there's no question that Fantasy Wars is an example of how
games should be made and will rekindle your love for the classic
turn-based strategy.
Previewed by Tom Clark for AceGamez (All Rights Reserved).
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