The original Age of Wonders was something of a cult classic. It didn't set
any sales records, but it did quietly develop a loyal following of gamers
attracted to its great gameplay and strategic depth. Now the game's
sequel, Age of Wonders II: The Wizard's Throne, has arrived, adding new features
to the game while trying to preserve the elements that made the original so
enjoyable.
If you played Age of Wonders, then I'll just tell you right now that you will
undoubtedly enjoy the sequel. The gameplay has remained essentially true
to the original, with some enhancements and graphical improvements, as well as
new units and spells. If you are new to the series, don't worry; Age of
Wonders II stands on its own and you won't be confused or at any disadvantage if
you missed the first game.
At its core, Age of Wonders II is a turn-based game set in a high fantasy
world. Play takes place on colorful, animated maps which are home to
cities, income and mana producing points, dungeons and ruins, and an assortment
of wandering monsters. Many maps also feature a subterranean level as
well, effectively doubling the size of the maps and providing you with a
potential way to sneak up on less vigilant opponents. As in most strategy
games, control of the cities and income points is critical to success, as units
are created in the cities and bought with gold from the income producers.
At the center of your forces is your wizard - you only get one and if he or
she dies you are out of the game. Your wizard will be your most powerful
unit, capable of casting powerful spells and summoning creatures to fight for
your cause. You'll need to carefully balance your desire to use the
powerful wizard in important battles with your need to keep him or her alive.
The game does provide three things that will allow you to keep your wizard out
of harm's way while still utilizing his or her powers. The first is the
wizard's tower structure that can be built in cities. When the wizard
occupies a city with a tower, he has the ability to cast spells over a wide area
centered on the tower. The towers can also be upgraded themselves, further
increasing the range. Secondly, there are special magic structures which
will extend your wizard's domain when they are captured. Finally, there
are heroes.
Heroes are not very common units, but when you have the opportunity to
recruit one, you should take it. The heroes themselves are powerful combat
units, but they also have additional assets. Heroes extend a small radius
of power around themselves in which your wizard can cast spells, so they
automatically are backed by the power of your wizard. Heroes can also
carry magical weapons, armor, and artifacts, further increasing their
effectiveness. Lastly, heroes can gain levels with combat experience,
gaining better combat or other special abilities as they level up.
The main way that you will expand your influence and capture more cities and
structures is through your armies. Armies consist of groups of one to
eight units that are created in your cities or recruited from neutral camps.
Age of Wonders II features over 130 different units drawn from 12 different
races. Building armies of the right mix of units is critical and requires
some strategic thought - an army of 8 human knight units is quite strong, but
can be helpless against an army consisting of all flying units. Despite
the 8 unit limit, battles can be a lot larger and involve far more units because
any units adjacent to the attacking and defending armies are drawn into the
battle as well.
Once a battle ensues, you have the option of controlling it directly or
letting the computer resolve it for you. The computer does a pretty good
job with the battles on its own - you can feel safe letting the computer resolve
your battles while you concentrate on the overall strategic side of the game,
safe in the knowledge that the computer won't ineptly lose your armies for you.
Should you want to control the battles yourself, play will move to a tactical
map featuring the terrain of the battle site and the opposing units lined up for
battle. Play proceeds in a turn-based manner, with each unit having the
opportunity to move in turn until all units on a side have completed their move.
The huge variety of units available in the game makes for a large number of
tactical approaches to the battles, as you'll have melee, ranged, and magical
units to contend with, as well as your and your opponent's wizard's spell books.
The AI is a very competent opponent in battle mode, so don't think that you will
win a lot more often just because you take control of the battles yourself.
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