An important exception is scout units which have segmented movements, allowing them to move, fight and continue moving. Most units can attack units in range of missile and magic units or adjacent enemies for shock at beginning or end of a move. On-screen tutorials do a good job teaching the basics while the fifty-page manual explains the deeper intricacies of play with very helpful illustrations. The quality of sound effects equals the graphics with nice battle noise and cries of joy over a victory. Right-clicking on a figure brings up its attributes, special skills and any artifacts it carries. The army and reserve bars have a period look and show the portrait of each unit with a health bar and indicators for a new level more information on a selected unit can be seen at either end of the bar. Cursors change to the appropriate weapons when moved over a target. The situation is made clear with a mission map showing both enemy and friendly units, objectives and terrain. Bouncing translucent gold or green arrows in the sky point out primary and secondary objectives. Hexes glow green to indicate acceptable paths with possible target hexes highlighted in red. Banners float over units and show health bars, boots if the units can move and weapons if they can fight. This graphic extravaganza has a practical side. The unfortunate target is hammered by flames, lightning, or ice storms that light up the screen in blinding fashion. Mages are surrounded by unearthly, swirling light and then the spell flares out. The most spectacular sequence is the casting of spells. These clashes are exciting and illustrate the fighting capabilities of unit types. Battles become especially interesting when detailed fights occur. Figures move gracefully and combat seems realistic. Animation enhances the gaming experience. The zoomable camera views provide any angle imaginable from top-down, bird’s eye to snake in the grass. Terrain in single-player missions and campaign missions is clear, useful and pleasing. Graphics are top-notch with units depicted in detailed, 3D garb. Siege continues the excellent system with a new campaign and characters. Ranger was the first a third add-on, Magic, was published at the beginning of December. Elven Legacy: Siege is the second add-on to the parent game. The differences come in the story line and how well the designers merge fantasy with believable tactics. Even magic can be equated to field artillery and weapons like flame throwers and bazookas. The units and weapons can be the same: infantry, cavalry, missile troops using swords, arrows and spears. The differences between fantasy strategy games and historical strategy games need not be as large as one would think. The evil AI is very clever, using numerous trash units to kill off weakened enemies. Passed Inspection: Great graphics, fine interface, challenging AI, interesting missionsįailed Basic: Some message boxes disappear too quickly, minor difficulties in selecting units. Paradox/1C $9.99 – Parent Game $29.99 from Gamersgate The End Of A Forgettable Year (corrected link)Įlven Legacy: Siege. While the plot's premise is hardly groundbreaking, it's clearly an improvement over the cliché-ridden story that prevented Fantasy Wars from ever being a truly engaging all-round experience.Elven Legacy: Siege – PC Game Review By Jim Cobb "The elves in Elven Legacy are not the same race as the elves in Fantasy wars, they're a whole new race," explains Max Bodrikov, Elven Legacy's game designer. "The whole game is about elves but there are some bonus missions that can be earned with other races, such as humans and dwarves. We wanted to work hard on the story and make it much less clichéd than the story in Fantasy Wars, and I think we've achieved this." 1C:Ino-Co has also endeavoured to avoid injecting too much hardcore number crunching into its latest project. "We wanted to make a war game not only for hardcore players, but for all strategy fans, even young players," explains Bodrikov. "That's why the graphics are so bright and the interface so intuitive. We want you to be able to start playing without having to read the manual. However, we're also making sure that the game remains very deep for hardcore gamers. We've made a lot of improvements to the interface, such as the number of units you can see on the banner. There are also a lot of new features such as powerful artefacts and spells." Indeed, the developer's efforts appear to be paying dividends.
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