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Unique units, such as the artillery and wall units (see below) really make you feel like you are playing a different game. Their use continues to create the different style of gameplay I've already come to expect from this scenario. New strategies must be created to deal with these units, and in all this is very entertaining. A prime example of the double sided blade of this scenario is the very powerful barbarian units. The player would be wise to buy off as many barbarian units as possible. This not only saves you from what can be a devastating attack by the barbarian, but also gives you a unit more powerful then anything else you have (at least at the beginning). I found this tactic quite fun to exploit. It also left me in a sense of dread whenever I placed the bribed units into a combat situation. What if they died? It's not like I could just build another. This really heightened the sense of danger as well as my interest in the scenario. Unfortunately at the same time the powerful barbarians pose a large problem. The computer players are not able to handle the onslaught from these behemoths, and as a result are significantly weakened with no good reason. I was disappointed to find that some of my enemies already beaten down when my soldiers came a'knocking on their door. The main problem with playability is that it is different. While not really the fault of the author, this may lead some to give up right away because they can't use thier normal strategies. This is a shame since I found this scenario rather enjoyable and I really think the author did a good job on this aspect. I do, however, admit I found some things annoying at times. For example I accidentally "fired" my artillery shells a few times. This was particularly annoying since the shells cost so much. |
The documentation, while not that neat looking, is mostly complete, listing all the new units, buildings, and wonders. It also talks about the some of major changes made to the game like the wall units and artillery. Unfortunately (but understandably) it doesn't explain the changes to the tech tree, nor does it attempt to bring together the story of the game. The tech tree in this scenario is lightly modified. Just enough to give it a slight uniqueness compared to the normal game. The new techs are nicely fit in, but there is a "sameness" to the tree because of the relativly small amount of new techs. The lack of descriptions of the new techs lessens thier, and since there are so few this isn't understandable. The events file is fairly well developed in this scenario. Some surprises include finding out what happens when you attack a merchant (not recommended) and the follies involved with the failures of assassins. The pedia file is intact and working, as is changes to various other files. These include changes that where unnecessary (such as the different sayings when speaking with other leaders), but that help to create the feeling of playing a different game. Despite all the good things, as mention above the plot seems to drop out from under you while playing. It seems the author began to create a plot for this scenario apart from a cheesy "smash your enemy" theme but it seems to have dwindled out halfway. There are beginnings (and even endings without beginnings) that are never exploited to it's full potential. A example is the dragon unit on the map that seem to just be another powerful barbarian, but they in fact can reveal secrets to you people. Also, what is the "Golden Dawn"? This problem is what disappointed me about the scenario the most, since it really looked like it had something going for it. This major disappointment is reflected in my score. |
The new units presented, as well as other ideas I've already mentioned, really add a whole new aspect which is very original. The artillery unit is something I've never seen done before and stuck me as quite neat. It's a fairly weak land unit that can safely hold air units. The air units, shells, are it's ammunition. The ammo varies and strenghtens as technology gets better. This adds a new dimension to gameplay I've never experienced. Wall units are also well used. These immobile units are defenders, as seen before. The aspect of the wall I liked in this scenario was it's use on the main map to create two huge walls across the landscape. Though a civilization vs. civilization (vs. barbarians) deathmatch is the basic plot of this scenario, the author has also done a good job at making it fresh and original. The main idea of this scenario is more original then 75% of the other scenarios out there. I didn't have the feeling that I've seen, read, or played it all somewhere before. Unfourtunatly, it wasn't as developed as I thought it was going to be. |
| CONCLUDING COMMENTS: At first brush, I admit I was a bit turned off by this scenario, but after playing a while I grew to love it. It's fresh, good looking, and chalk full of strategy changing gameplay that makes you think. I particularly reccomend this scenario to developers looking for some new ideas. Good job Mr Temba! |
| NOTES: None. |
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