Age of Wonders





April 25, 2002
Price: $10 (Jewel case)
Everyone is still chasing Master of Magic. Released in 1995
by Simtex, the game was trashed heavily by most major gaming magazines
for being outrageously buggy. Though a patch would later arrive to
fix many of the associated issues, magazines at the time were not
yet used to evaluating games as evolving merchandise (few gamers were
on the internet at the time, meaning that patch updates were usually
incorporated into official "expansion packs" for games,
as a bonus feature, rather than being widely available to users) and
failed to look past the bugs to see that the potential for one of
the best remembered and loved games of all times was there.

The 1995 Master of Magic
Combining the best aspects of Civilization and Sim
City (while eliminating some of the more frustrating complexities)
where gamers could build a virtual empire one town at a time, it mixed
into it a detailed combat system and a mythology straight out of the
Magic: The Gathering collectible card game. Players took on the
role of various wizards, shamans, and priestesses, each specializing
in a different form of magic (chaos, nature, sorcery, death, and life)
and possessing skills such as "artificer" or "sage
master" that allowed players to construct enchanted items for
their heroes or research spells even faster to defend their cities.
Triumph Studios, the developer of Age of Wonders, was quite
specific in calling their game the spiritual descendent of Master
of Magic. Though many of the same elements were there, including
a highly touted number of "races" to choose from (I think
"species" would be more appropriate to differentiate between
groups of lizard people and the undead legions), the comparison was
not really appropriate.

The interface has several special effects
While many of the features were similar, such as a multi-tiered world
(where Triumph Studios was beaten to the punch by 3DO and their Heroes
of Might and Magic series), they were missing out on the most
vital element: the cities and the people, the inspiration Master
of Magic took from Civilization: the random map for every
game.
Though there are many "spiritual" descendents of Master
of Magic, the Age of Wonders series (the demo for the sequel
is out as I write this), the Heroes of Might and Magic series
(now on its fourth incarnation), and even the newer Disciples'
franchise--they all share one feature: players cannot place or build
their own cities and have to make use of the ones already on the game
map. Most likely, this is caused by necessity of having lush graphics
in order to sell games today; as the pre-rendered terrains are not
quite as flexible as that of Master of Magic, which used a
very basic top-down view of a tiled landscape, making it rather easy
to calculate things such as how many forests a city had access to.

Heroes may explore dungeons to
win powerful artifacts
While all of these newer games allow players to upgrade their cities,
little thought is given to non-martial matters or the people that
populate them, other than perhaps the chance of the city rebelling,
as in Age of Wonders. These are all military strategy games--not
building or "empire" games.
Age of Wonders is more varied than its competition, and quite
beautiful, though in a particularly sterile kind of way, lacking the
personality and charm of Heroes of Might and Magic and the
lush vibrancy of Disciples.

The city siege aspect is particularly well
developed, a gold dragon attacking a tower
It is also damn hard. Though the game is divided into the "good"
and "evil" campaign settings, the first mission of each
were nearly impossible to beat. Heroes and armies, including the ones
that you begin with, require upkeep, often making it impossible to
upgrade your first city until you capture a second city, a few farmsteads,
and a gold mine or two. Furthermore, the death of your main hero will
automatically end the game. This persuaded me to focus my hero's skills
on archery and long range magic, in an effort to keep her alive. Unfortunately,
the rest of the troops were seldom enough to hold back the enemy hordes
and beating even the first scenario was looking hopeless. Turning
to guides for the game, I discovered that a hero specializing in melee
skills such as "life steal" and "regeneration"
that put every point into defense, rather than attack power, could
often wade through entire opposing armies without assistance. With
the addition of a "spider climb" ability, such a hero could
also conquer enemy cities and outposts without requiring the usual
siege equipment such as rams and catapults. The game, in short, became
a breeze. However, later scenarios became increasingly taxing as they
added two or even three underground levels of caves and passages,
exponentially increasing the amount of time it took to win--or lose.
Only the hardest-core strategy nut could enjoy a single scenario that
would take upwards of ten hours to complete.
For $10, Age of Wonders is an entertaining enough diversion
for those wanting to relive the Fellowship of the Ring. Unfortunately,
it runs out of gas rather quickly. Despite its more unique features,
it is overshadowed by competing offerings, even at its current price
point. With any luck, the sequel to Age of Wonders will be
looking back to Master of Magic for inspiration--though I suspect
having to compete in feature bloat with the latest in the genre will
make that an impossibility.
by Richard Leader
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