![]() I came so very close to writing it off as a bad job altogether in the first few hours. It still boiled down mostly to "have a doomstack (consisting of 3-4 sixunit armies in adjacent hexes) and auto-resolve outside of sieges." I found the strategy layer a bit lacking, too, myself it rather unfavourably compared with FE, Total Warhammer or even Civ IV. (Admttedly, FE was no better in that regard, but I recall having more fun with it's nine-unit stack than with the "six but you can use more than one off you lke scattering your units around" that AoW3 did.) Really, the only time I had any fun on the tactical level was in the sieges, as that was because I actually had some time to shove my units into an actual deployment and have a plan. Delivering a unique mix of Empire Building, Role Playing and Warfare, Age of Wonders III offers the ultimate in turn-based fantasy strategy for veterans of the series and new players alike 29.99. Moribund at best, and tactical battles with no deployment is a cardinal sin. Age of Wonders III is the long anticipated sequel to the award-winning strategy series. 'Cos if it wasn't for the limited interest of story of the campaign, I'd have quit and gone and played Fallen Enchantress instead, which is pretty much better (at least in my memory (haven't played it for a few years) and apparently playtime) at what AoW3 did? Why on earth would anybody play the campaign in an Age of Wonders game? That random map button exists for a reason, and its by far the best part of the game.
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