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Intro Merlin
is victorious! Unfortunately, Shadow Magic begins with him being captured
as portals being to open and Shadow Demons pour out, wreaking havoc on the land
of Man, Elf, and Dwarf. Fearing that the mages are to blame for the outbreak of
the strong and elusive beasts, all practitioners of magic are persecuted for their
alleged involvement in the recent troubles. The player takes control of the Elf
mage, Julia, and the Nomadic Ke-Nan, to unite the lands against this new menace
in Magic and Triumph's excellent new offering to the turn-based strategy genre.
Gameplay: 9/10 Having no prior
experience in the Age of Wonders universe (as I am a newcomer to the series,
the review will assume that the reader is one as well), I was pleased to see that
a tutorial was placed within the actual storyline of the game - although they
can be skipped and not taking part in them won't hinder the overall experience
- and does much in the way of easing a newcomer to a world that will take much
more than what's provided to understand the complexities of the design. While
the tutorials are good, the game itself is much more than it seems and its intricacies
will take a while to become accustomed to.
Trying
to get the jest of Shadow Magic within the first few dozen turns will surely
turn most people off, since its appearance would make it seem like a straightforward
strategy title where A beats B, and B beats C, but C beats A; instead, there's
a multitude of factors that are involved, including: diplomacy, terrain, city
placement, god appeasement, heroes, spells, and, of course, resource management. In
an oddly refreshing take on diplomacy, the objectives of each level do not have
to be accomplished on top of complete domination, but instead, the player can
actually gain favor of some of the other factions and leave them to their own
devices so that they may fight onwards to victory. While that should work the
same way in every offering that has diplomacy as a feature, it usually doesn't.
Factions can offer and break alliances, trade buildings, units, and resources.
Actually forming an alliance is rough, and it's often necessary to wait for the
computer to offer first, but it's always advised to take them up on their kind
gesture; I do wish, however, that my offerings would've gone farther with them,
or at least beyond a flat-out rejection. I do appreciate the fact that an offering
of peace can cut a mission's playtime substantially, even if they opted to keep
their forces out of the larger battle. Making
nice with others will go a long way, but a decisive victory will only be achieved
through careful management of resources and a solid grasp on unit functionality.
More so than most other strategy titles, simply throwing units in mass at an enemy
does not guarantee victory; in some cases, it doesn't even guarantee that they
will even lose a single unit. Creating the buildings to train these units will
cost gold, and thankfully, Shadow Magic limits its resources to that and
mana. Collected similarly to most other turn-based strategy titles, the player
will control their hero - who represents their army - and moves them over a gold
mine, mana crystals, or random goodies, to claim them. Constant means of harvesting
- mines and crystals - can be lost by an enemy who successfully maneuvers one
of their armies over it, so vigilance is crucial when watching the other characters
during their turns. During the course
of the levels, spells and skills can be researched; both take up mana and the
ratio of magic points going towards casting spells and towards research can be
adjusted for maximum effect. The spells encompass offensive attacks on the battlefield
and world map (including summonings), soldier enchantments, spells that can attack
and enchant cities and also alter the world's landscape. Managing spells is fairly
important as summoned units will detract from incoming mana until they are destroyed,
and other spells, like turning water into ice on the world map, can be crucial
for troop movements and more beneficial than something that might seem more worth
the resources - like learning the spell to create a poisonous cloud of gas around
enemies. Utilizing spells in combat is, as one would expect, a crucial element
in victory; however, for the ability to be there, the battle must either involve
a hero or be within one of the attacker's domain, which ties in to careful planning
when moving units around and the placement of settlements. As
we all know, though, it's the troops who will carry the day and create order.
Maintaining a solid and varied army is, again, more important in Shadow Magic
than it is in other titles. The skills of the soldiers is a key element in the
game's design, as there's an emphasis on variety and balance that's pretty fine-tuned;
for instance, an expensive unit that's beefed up with a large amount of attack
and health points may be easily taken down by a few carefully placed blasts from
a mage that costs a third of the resources. Also, similarly to mana, trained troops
will constantly detract from incoming gold, making troop management essential.
Battlefield terrain also plays a large part in combat, as units are restricted
to how many moves they can take per turn (which is represented by a line that
uses green, yellow, red, and gray to symbolize what can be done after the initial
movement) and troops with projectile attacks will have to deal finding a way around
or over rocks, trees, hills, and man made obstacles. Taking it up a notch is siege
warfare, where long-range units hammer away at walls and doors, while the sturdier
troops prepare to rush in and lay waste to the defenders inside. Getting
inside these structures isn't always easy. That isn't to say that they will always
be hard, either; there are various towers around the map that will give the owner
an increased line of sight, but also offer a little protection with its minimum
defenses. Initial cities aren't going to put up much of a fight either, since
they will simply be an area with tents. As time goes on, with merchants and citizens
will settle within the city's hastily built wooden walls, and the means to construct
upgrades will become available, eventually turning that wood into stone and so
on. Magic will also play a large role in cities as walls can be enhanced with
a force field that will injure invaders and wizard towers provide a free attack
at the beginning of each round, but more importantly, towns can be enhanced with
teleportation portals that can make reinforcing a quick task. Cities
serve a multitude of purposes; not only do they train troops, build structures
to advance, and increase the player's domain, but they can also be planted via
pioneers in key areas to act as choke points against enemy progression. A fairly
big plus is that cities can also be switched to different races, after certain
criteria have been met. The player can opt to have other races immigrate into
the town, causing everything from troops to buildings to switch to the style of
the new occupants. One thing I wasn't fond of was that an enemy can pass within
a city, making their benefit as choke points less useful and requiring the player
to constantly adjust troops so that the enemy would be forced into combat if they
chose to try to make their way past the borders. I would've preferred a small
area around settlements to be zones that would require fighting if walked into,
or some other deterrent to keep wondering enemies at bay. Heroes
are an important factor in Shadow Magic, but their role isn't one of absolute
necessity as in WarCraft III - not counting the main characters. Their
main benefit is that they can have specific advancements (ex: increased resistance,
more health, etc.), which makes them more powerful than the standard veteran trooper.
They also have the ability to carry around the player's magical domain around
them. With the ability to use spells, tables can be turned as the hero can call
down impressive spells onto the enemy or even onto cities prior to an invasion.
Another ability that the heroes have is that they can carry items that can significantly
increase their abilities. These items can either be found on the battlefield,
won after fighting a NPC within a level, or constructed at a city's forge. With
a multitude of slots available to place items, heroes have the potential to be
incredibly powerful and strong enough to take on fractions of an army by themselves. While
the previous Age of Wonders titles had the player combating in two planes
- above and under ground - Shadow Magic introduces a third realm, the shadow
world. The shadow world is a pain because any unit within the world, and not protected
by magic, will incur significant penalties due to shadow sickness. The only salvation
they have is that movement is increased a great deal and there are plants that
can cure the sickness for a few turns, but fighting in this tends to take place
towards the end of the levels and by that time, the player should have enough
mana to enchant their invading forces with a spell to ward off the ill effects.
The Shadow Demons, new with this release, are an interesting lot with units that
range from giant floating brains to nightmarish brutes that look like a nightmare
crossed with an insect. They can be a pretty significant challenge to go against,
but they're also fun to use, so I would chalk their addition up as a positive. Also
new to the series are the Nomads. They are a fast moving people whose key benefit
is that they can pack up their cities, without losing any upgrades or enhancements,
and take them anywhere they need to and plop them down. I didn't use this much
in the single player campaign, but it was useful in making some areas unattractive
to the computer and at the same time bolstering a hot spot. They can also use
slaves (how risqué!) to utilize as cheap labor, and slave pits also have
the benefit of providing a four-armed, Goro-esque Pit Guard and a Slave Trader
that can stun units. Also new are the Syrons, shadow world folk who were enslaved
after losing to the Shadow Demons, as well as new units and upgrades for the races
from the previous titles. Complementing
the single player campaigns is a robust multiplayer component that features internet,
LAN, and even play by email. For those wishing to forego random encounters, there
are also a large number of scenarios to choose from and an impressive map generator
that can create levels based on combat, spell casting, city building, and an epic
option that goes all-out. As much as
I enjoyed my time with Shadow Magic, there were some things that I didn't
like. Cities have units that are suppose to look after them for the player and
bring building changes and suggestions to their attention, but I found them to
take up too much time with needless details and would've preferred if the build
and research limit of 5 could've expanded in a tree form, or of a certain overall
preference of what types of buildings take priority like in Alpha Centauri.
There are also sub-stories of sorts that play out during levels, and some parts
where the player is given options to decide if they'll do something or not, and
while I enjoy these extra bits that help to enhance the game, I found that there
was also a good deal of humor in these sections that didn't fit in with the game
at all. It isn't that the bits weren't funny, although I found most of those parts
not all that funny, they were just very untimely and weren't befitting to the
overall theme and tone with the rest of the game. Letting the computer handle
the battles is also an unwise decision since it seems to be very inept at making
command decisions; I really like using auto combat features in games like this,
especially since the maps are fairly large and sessions can go on for hours, there
are bound to be some fights that would preferably be skipped, but unless you have
a very significant advantage, it isn't advised. There
were also some control choices that I had problems with, but the one that really
affected gameplay was the inability to see units on the battlefield. Since the
game is played with a static view, and units aren't highlighted or intrusive units
aren't transparent, it can be extremely difficult trying to manually pick a unit
out of a crowd and then choosing which enemy to attack; the game's close balance
made that even more of a problem.
Graphics: 7/10 Somewhat dated,
the units still look cool and are detailed enough to impress. I wouldn't have
minded a few more animations for attacks and whatnot, but it is fun to watch the
units duke it out. The real treats are the spell effects and little details, like
troops leaving footprints in snow and desert on world maps. Awkwardly, cutscenes
are shorter than the information given, and they are constantly repeated until
everything is said, which was distracting in a weird way. The biggest problem
was the lack of an option to get a more advantageous view of combat, or anything
that would've made it easier to make out a specific unit in a mass of soldiers
during combat. Sound:
8.5/10 A delightful soundtrack really captures the feel of the game with
melodic tunes that range from fanciful to more serious. The sound effects were
more generic, and some sounded of less quality than others, but they were serviceable.
Shadow Magic could've definitely benefited from more narration, and there
are ample moments for such. Control:
6/10 While an admirable job was done tackling the problem of streamlining
all the training, updating, and resource allocating, there were some problems
that arose. One design decision that I found annoying was that the button that
accepts advice given to which building to construct next in a city is also the
abort function for a spell; with frequent situations where a spell is needed and
can be researched in just the right amount of time, it's incredibly frustrating
to have numerous cities that are asking for acceptance for a building plan and
end up canceling the spell on accident. Aside from the previously mentioned problem
with selecting units on the battlefield, I found that some selecting didn't always
take, with buttons randomly not accept my decision when they were clicked and
requiring the actual text on the button to be touched to register my action.
Overall: 8.5/10 Its flaws
can be taxing, especially since single missions within a campaign can go on for
hours, but the solid design ends up making them tolerable. Age of Wonders:
Shadow Magic manages to provide a good balance for over a dozen races and
adds a great deal to the line-up with the Nomads, Shadow Demons, and the Syrons.
Not only that, the story is also decent and ties together the new inclusions fairly
well. While all of this would be good enough, the sheer number of options for
both single and multiplayer is downright impressive and really gives the game
boggling amounts of replay value. If you've needed a turn-based fix of the fantasy
variety, you can't go wrong with Shadow Magic. [
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