Age of Wonders 3 review

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There’s always been much to like about Age of Wonders, a fantastical fusion of strategy and tactics last seen back in 2002?s Shadow Magic. But really, it doesn’t get better than the penguins. Dire penguins, to be exact. Dedicated to evil, and summonable to join the armies of goblins and dragons and elves and magic. “These were no men,” declares the in-game tome. “They were far more deadly. They were killer penguins.” If this game had brought us nothing more than that quote, the wait would have been well worth it. Lucky for us, it did. A lot more. To get the gist of Age of Wonders, imagine Civilisation stripped down to its conquest breeches, its armies as devoted to making the tactical game interesting as the cities make the strategy, and a big dollop of RPG elements like heroes and magic gluing it all together and offering bursts of power and game-changing abilities. It’s a game of battles, and a game of war—the building of armies and leveling-up of heroes in a fantasy world liberally sprinkled with quests and treasure and potential allies, played out over two campaigns, several scenarios, and a random map generator.

1/5


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Age of Wonders 3 review by carpefukendiem - Issuu