Should i buy elemental war of magic
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You can't chat with this user because you have blocked him. You can't invite this user because you have blocked him. Posted February 03, I was all set to buy Elemental: War of Magic long before it was released. But I got busy and by the time I got around to buying it there was so much bad press that I decided to hold off.
I have been checking in on the game off and on since then. I have gotten close to buying a few time but people keep telling be it is not ready or that that fun. It's a shame it insisted on trying to tell them now. Elemental has potential, can be very engaging when not crashing constantly and even manage to offer some surprises. Unfortunately, there are so many wrongs that everything remotely positive gets kicked out of the curve very quickly.
It's surprising that Stardock would release Elemental in the condition it's in. The game is unfinished in every aspect; missing features that are standard in current 4X games and in video games in general. Great promises, bad realization: too many bugs, an unplayable multiplayer and lots of slowdown.
User Reviews. Write a Review. Positive: 11 out of Mixed: 5 out of Negative: 22 out of Well alright, it seems I have the first review status, and I will say that it feels great.
But you want to know about this game, and I shall Well alright, it seems I have the first review status, and I will say that it feels great. But you want to know about this game, and I shall oblige.
There are hints of Age of Wonders, smatterings of Civilization 4, a bit of Galactic Civilizations, among others.
The list of things that this game does right is too long, so let me just say this: this game is fun, if you are into the genre. I played a bit of the campaign mode to learn how to play, and I had picked up the concepts and whatnot within the first turns. I then started a 'sandbox' style game, played long enough to lose a moderate force to a goody hut and tried to load an autosave and the game crashed.
So now I am writing a review. The GUI needs patching in this game, several times I noticed stuff from behind the book window thing superimposed with it, nothing major. It SEEMS to me that the game WILL need patching, and if you happened to pirate it, you will not be getting the patch for quite some time, since it is a Stardock game you have to patch it with their steamoid Impulse software thingy.
I recommend this game highly, if you like turn-based strategy games like Civilization 4 or Age of Wonders, this game is for you. There are, with the current patches, still a few bugs. However, considering Stardock's track record and the patches so far I'm sure these will There are, with the current patches, still a few bugs.
However, considering Stardock's track record and the patches so far I'm sure these will be resolved son. The game itself is fantastic, masterfully combining RPG elements with classic 4X game-play.
While there is room for improvement, I am sure that the full potential will be realised, going on what Stardock have outlined as content for patches, hence the high score. If you enjoyed Galactic Civilizations, then you will enjoy this. Stardock is a great company.
Hands down. They made some mistakes with Elemental, but they worked on it. They develop with passion. They Stardock is a great company. They responded to users concerns and fixed them. They even went so far as to give their sequel to customers who bought War of Magic at the launch. I would definitely return to them and look forward to any game they release. Having been a 4X gamer for many years, this game has come with bitter disappointment.
A horrible UI, ranking up there with Space Empires 5, Having been a 4X gamer for many years, this game has come with bitter disappointment. A horrible UI, ranking up there with Space Empires 5, is the first of many failings in this games overall design. We've still run into a few of these cases after that patch, which rendered saved games unusable.
In two separate games, both hundreds of turns in, we reached a point where we couldn't continue past a certain turn, as ending it caused the game to freeze. Moving the save game file to other machines delivered the same result. In another case, the game crashed to desktop whenever a champion's army was defeated.
In yet another scenario, selecting a particular city, either by clicking on it or cycling to it using hotkeys, would cause the game to lock up, rendering the city--and the units therein contained--unusable.
And in some games, after spending many hours on Elemental's large maps, the game seemed to buckle under its own weight; it would sometimes freeze when ending a turn, clicking on a dialogue button, or after having a sound effect indicate the appearance of dialogue--but before the dialogue actually appeared. And unless you want to chance a crash, don't ever think of alt-tabbing out of the game. Perhaps you'd be lucky enough to avoid these major obstacles, but even then, you'd still encounter any number of other usability issues.
While some tutorial hints have been added since the game's initial release, strategy newcomers shouldn't give Elemental a moment's thought. Few games explain themselves so poorly, and the best way to learn the ins and outs is to click on everything until you figure it out. The in-game help index, called the Hiergamenon, is of little assistance, failing even to outline all four victory conditions. It tells you there are four, but then it explains only three of them.
The user interface is also bogged down by all sorts of issues. When a city levels up, you get to choose a reward, such as additional gold production or a boost to the pace at which the city produces arcane knowledge.
But the dialogue window covers most of the screen and doesn't allow you to view city details before making a selection, so unless you remember what resources that city is producing, you may select a pointless improvement. Should a champion's army arrive at a quest giver's location while you are focused on a different unit, the camera will briefly zoom to the quest destination and then back to where the camera was focused, giving you no sense of where the quest is in relation to your champion.
Letters and numbers spill outside of their interface elements, misspellings are scattered about, camera position and minimap state are not remembered by the game when saving your game, the wrong minimap may get carried over when you load one game without closing out the current one--the list of essential elements seemingly delivered without attention to basic detail is exhausting.
In Elemental, cartoon dragons and cartoon spiders have learned to live in perfect harmony. And yet, amidst all this technical chaos is a game with future potential in which some very patient veteran strategists will find value.
Then, starting with a single settlement, you spread your influence and might across the land. Elemental utilizes the beloved 4X strategic formula: Turn by turn, you e x plore the land to discover strategic locations and other empires, e x pand the reach of your empire, e x ploit the map's natural resources, and e x terminate your rivals.
There's a nice amount of flexibility in how you can approach the road to domination. You choose technological advancements from one of five broad categories and select spells from a number of different spellbooks. But just as the game is flexible enough to offer some strategic variety, so must you remain flexible and adjust to the whims of the map.
Arcane and technological advancement depends on whether you have access to the resources that fuel them; it makes little sense to pursue certain military and magical enhancements if you have yet to encounter any crystal nodes, for example. On the subject of flexibility, another nice touch comes in the form of the ability to create your own units using the various pieces of armor, weapons, and trinkets you unlock.
You can even choose different poses for them on their unit cards. Making a custom unit is a pleasant side task, but doing so doesn't have much gameplay impact: simply creating the most powerful unit you can afford at any given time is always the right choice. Also the right choice: auto-resolving your battles. You can play battles on the tactical map, but they aren't particularly satisfying.
At best, you can simply roll over an easy opponent and be on your way. At worst, depending on the statistics of your own units and those of your opponents, you might get stuck having to watch units miss each other over and over again. There are occasionally some environmental twists, such as patches of foliage that might offer a defensive bonus. But these are usually shoved to the side of the battlefield and enemies seem unaware of them, so they rarely come into play.
These are grid-based tactical battles at their most basic, so there's nothing to ignite your enthusiasm. Furthermore, these skirmishes don't harbor any visual appeal. The battlefields are bland, and soldiers don't look like they are marching across the tiles so much as they are floating while their legs move.
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