Areas conquered will provide you with either gold, food, or fortresses used to create more armies. Combat is a hybrid mixture of unit counts, dice rolls, and defensive bonuses. Set up is simple, as each faction has pre-determined unit locations and strengths.
One of the great things about CFC is the streamlining. In the planning phase players have 1 minute to recruit units, collect gold from their territories, and buy Heroes, which are massively powerful one-time use cards unique to each faction.
This portion of the game is one of the big reasons CFC stands out among its peers. A timer is included with each game, and that 1 minute rule is strictly enforced, because the moment the sand stops flowing in the hour-glass, if a player has not moved on to their action phase, then all their units in the field except those at their capital are now open to bribery, which means other players can pay an amount of gold equal to the number of units in a region, to swap those units for theirs, and take over the territory and its associated bonuses.
I could see this going very badly if one or more of the players was under the influence when checking the timer, but thankfully we got through all our playtests without a single fistfight. The first person to successfully hold 5 fortress territories wins the game. Can a grunt learn to play? Add up the total value of your units, any defensive or hero bonuses, and the total of your dice rolls. Whomever has the higher number wins, and the loser must remove the difference in values from their army.
Example: Attacker has a total of 9, the defender has a total of 7, the attacker wins, the defender must remove 2 units, and withdraw the rest to a neighboring territory. While the world is still fun and interesting to explore, the idea that each of these nations only has three major cities is just silly. Compared to the maps from other games, it looks lazy. Items and the inventory have also been streamlined and simplified.
Instead of finding items in chests, containers, on the ground, and sometimes hidden away, you can now exclusively only find them in chests.
Arrows are a bit slow to fire, and with the new animations there are pauses when enemies are hit, and when you attack. This slows down the streamlined combat, making it take more time. Enemies no longer drop experience when you kill them, you only get experience from completing quests.
This means that they just take up your time and resources while exploring, forcing you to keep going back to your forts to heal and resupply. This could be a massive problem, but returning to forts refills your potions, health, and mana.
While this does make a bad situation better, it also wastes a huge amount of time. The same weaknesses as other Spiderweb games are here. There are some original tracks and sounds, but most are borrowed from his older games, which borrow from other games and online sources. It plays rather well with your own music choices in the background.
The story ends off on a cliffhanger, with many smaller cliffhangers added in depending on the choices you made. Despite the gripes I had, and the streamlined combat I would recommend it, and I am actually looking forward to the next game.
Queens Wish: The Conqueror is a subpar game entry into the, thus far, stellar collection of games from Spiderweb Software. A PC gamer caught in the middle of old-school and new-school games, trying to come to grip with it all. A student, working towards a goal, all the while doing a little bit of writing, reviewing, and editing on the side. I hope you enjoy my articles, it is all for a bit of fun.
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Steam It is simple and easy to understand, but also boring. Leveling up is now no longer fun, it is tedious. It is no longer completely 2d, but a sort of 2. These graphics are a big improvement on older Spiderweb games. Here you can see how much it will cost to build things in your fort in gold and the other resources in the game, wood, iron, stone, and quicksilver. You can really only get stone in Vol, quicksilver in Ahriel, and iron in Ukatish. Wood will come sparsely from everywhere.
Each structure also has an upkeep alongside this additional cost, which does mean using some basic math. A wonderful new world to explore, both in-game and on the overworld map.
Great character and setting writing, as per usual from Spiderweb. An interesting and compelling gameplay loop surrounding resources and fort building. About 40 hours of gameplay if you enjoy the game and play it all the way through, doing all the side-quests. New models and animations help the game look better and come alive. CONS The game has been simplified and streamlined even more than previous titles. Okay, out of context, this example does sound equally silly. While the land itself may not convince me this place is real, the people and their hardships do make this place feel believable.
So why then do I have a harder time with one game versus another? Quite simply, the beginning. Without going too much into detail, you are the third-born of a queen who wishes to resolve one of her three greatest regrets of losing her hold on Sacramentum, so you are sent with no previous experience in war or conquest—alone.
Now Avernum pulled off something similar as the Empire was always alluded to by other characters, but the execution worked with the underdog narrative. Even when you do get your three-hundred soldiers per region, those soldiers will not accompany you until you have effectively conquered the land all on your own.
Finally, the whole power to avoid your death is never really properly explained other than some magical wards, nor does any of the characters ever recognize you dying in battle or even simply vanishing. In Avernum , you were simply a band of adventurers sent to exile; in Geneforge , you were an apprentice sent on a trial who was shipwrecked; in Avadon , you were a newfound apprentice for the Pact after properly meeting them and being tested by their trials as the tutorial.
Neither game expected you to overcome some great obstacle, which is why each journey feels like an act of heroism. Now as much as flak as I have given the introduction, there is a silver lining here because the ending and everything leading up to it almost gets everything right—even when the line of what really happened gets equally confusing as the start.
The entire final act does pose some gameplay balancing issues if you thought armor tiers had a light, medium and heavy system. Although the scarcity of these more impactful quests varies with the region as well as the number of choices per quest, the result feels like a game all too often stretched too thin at every opportunity.
Although some vague puzzles like the Ahriel Thicket seem a little obtuse without the map reference, but this section is supposed to have positive vibes. You could sweeten the deal if you packaged some of those original graph papers with developer notes rather than feed them to the dog. Having grown up with video-games, there are two types of gamers: those who play with friends and those who play with imaginary friends. I am of the latter camp. In the real-world, my interests lie with teaching children English to speak their mind, to question what they know, and to have fun while learning even if the lesson sounds really lame.
I also have a real-life "pun"-ishment jar just for those students who need to crack a smile. Notify me of follow-up comments by email.
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