Age of Wonders III is the long anticipated sequel to the award-winning strategy series. Delivering a unique mix of Empire Building, Role Playing and Warfare, Age of Wonders III offers the ultimate in turn-based fantasy strategy for veterans of the series and new players alike!
User reviews: Very Positive (1,440 reviews)
Release Date: Mar 31, 2014

Sign in to add this game to your wishlist or mark as not interested

Buy Age of Wonders III

Buy Age of Wonders III Deluxe Edition


Recommended By Curators

"An excellent 4x, reviving the classic series. Tactical hex-based battles and city-building combine in a wonderful fantasy setting. Evil-aligned penguins"
Read the full review here.

Recent updates View all (19)

September 24

Dev Journal: Necromancer Class Design!

With Golden Realms and V1.4 hot of the presses we do not rest, but get straight back to work on the next Age of Wonders III expansion. As we’ve hinted in the past, we’re happy to confirm the coming expansion will include the Necromancer class!

Check the Dev Journals on our website:
Dev Journal: Necromancer Class Design.

18 comments Read more

September 17

Wild Magic, Nagas & other Monsters of the Golden Realms

Hi everybody,

Want to know more about Wild Magic in the upcoming Golden Realms Expansion, or about the Nagas and some other monsters you'll encounter. Check the Dev Journals on our website:

Dev Journal: Wild Magic
Dev Journal: Nagas & other Monsters of the Golden Realms

1 comments Read more


“This is a deep experience backed by intricate mechanics and a concerted polish that makes gameplay immediately intuitive and rewarding. Age of Wonders 3 will keep you up until the wee hours of the morning, constantly muttering that you'll crawl into bed after just one more turn.”
9/10 – Joystiq

“A war worth sinking your teeth into”
83/100 – PC Gamer

Digital Deluxe Edition

Get the game and also the Dragon’s Throne Stand-Alone Scenario and the two hour Official Soundtrack.

Dragon’s Throne Scenario
An extra large Stand-Alone Scenario. Legend tells of dragons who ruled the fabled Sea of Flames at the dawn of time. However nobody has seen a True Dragon in living memory. The isles are still loaded with treasure and have become popular with adventures, merchants, scoundrels and sightseers. Now eight rival lords have found a mysterious dragon’s egg, and each sees it as proof of their claim to the Dragon’s Throne. The sages warn they risk unleashing the wrath of the Dragons, but the Lords pay no heed as they prepare for war. You can play the Dragon’s Throne versus AI opponents or in multiplayer with up to 8 players.

Age of Wonders III: Original Soundtrack
The two hour Age of Wonders III Original Soundtrack is composed by maestro Michiel van den Bos, of Unreal, Deux Ex, Overlord and Age of Wonders 1 fame. The OST features thirty one crisp, high quality 320kbs MP3 & FLAC tracks from Age of Wonders III and five exclusive bonus tracks. To top it off the OST includes liner notes by the composer - english only - and jewel case CD inlay jpg files. Be enchanted!

Songs and OST materials will be placed in your AoW3 folder in the Steam Directory: "...Steam\steamapps\common\AoW3\OST"

You can get there using your favorite file manager or by following these step:
1) Right click 'Age of Wonders III' in your Steam Library.
2) Select 'Properties'.
3) In the 'Age of Wonders III - Properties' tab, go to the 'Local Files' tab.
4) Select 'Browse Local Files...' to open the folder that contains the game.
5) Here you can find the 'OST' folder that contains your music.

About This Game

Age of Wonders III is the long anticipated sequel to the award-winning strategy series. Delivering a unique mix of Empire Building, Role Playing and Warfare, Age of Wonders III offers the ultimate in turn-based fantasy strategy for veterans of the series and new players alike!

Create an Empire in your own Image
  • Rule as one of 6 RPG style leader classes: Sorcerer, Theocrat, Rogue, Warlord, Archdruid, or the tech-focused Dreadnought.
  • Research powerful skills unique to your class to develop your empire and arsenal.
  • Choose your allies from among the six main races - Humans, High Elves, Dwarves, Orcs, Goblins and Draconians - and fantastical monster dwellings.

Explore and Exploit a Living Fantasy World
  • Explore a rich fantasy world that is more detailed and alive than ever with over 50 location types to raid for treasure.
  • Expand your domain by building new settlements, forge pacts with monstrous allies and capture valuable resources.
  • Wield earth shattering magic and terra-form the lands for your needs.

Fight In-depth Tactical Battles
  • Recruit legendary heroes, equip them with magical weapons, and let them lead your armies into battle.
  • Crush your enemies using the detailed 3D turn-based Tactical Combat System.
  • Become a master tactician. Crush city defenses. Learn to use flanking and master your army’s hundreds of abilities.

Master Age of Wonders III’s many Modes!
  • Immerse yourself in a rich single player story campaign, playable from two sides of an epic conflict.
  • Create endless scenarios using the random map generator.
  • Compete in multiplayer wars with up to 8 players online.

Please note that:
  • Level Editing Tools are provided as a courtesy to fans. They might have different system specifications from the Age of Wonders III game, are not tech supported and have an English only interface.
  • Coop: Random maps and stand-alone scenarios can be played using player alliances versus computer opponents.
  • Local Coop: Random maps and stand-alone scenarios can be played using “Hot Seat” mode on the same computer using player alliances versus computer opponents.

System Requirements

    • OS: Windows XP, Windows Vista, Windows 7, Windows 8, Windows 8.1
    • Processor: Intel Core 2 Duo E6600 @ 2.4 Ghz or AMD Athlon 64 X2 5000+ @2.6 Ghz
    • Memory: 2 GB RAM
    • Graphics: nVidia 8800 / ATi Radeon HD 3870 with 512MB or Laptop integrated Intel HD 3000 with 3GB system ram
    • DirectX: Version 9.0c
    • Network: Broadband Internet connection
    • Hard Drive: 10 GB available space
    • Sound Card: DirectX 9 Compatible
    • Additional Notes: Open connection for online multiplayer. 1024x768 screen resolution.
    • OS: Windows Vista, Windows 7, Windows 8, Windows 8.1
    • Processor: Intel Core 2 Quad Q6600 @ 2.4 Ghz or AMD Phenom X4 9900 @ 2.6 Ghz
    • Memory: 4 GB RAM
    • Graphics: nVidia Geforce 460 1GB or AMD Radeon HD 6850 1GB
    • DirectX: Version 9.0c
    • Network: Broadband Internet connection
    • Hard Drive: 10 GB available space
    • Sound Card: DirectX 9 Compatible
    • Additional Notes: Open connection for online multiplayer. 1920*1080 screen resolution.
Helpful customer reviews
664 of 894 people (74%) found this review helpful
61.5 hrs on record
Let me preface this by saying that AoWIII is a very polished game; it looks quite nice, has few glitches, and it seems like the Devs put a lot of thought and work into this game.

However, I cannot recomend it. Why? It's simply not an enjoyable experience for me. Now, don't get me wrong: I've always been fond of TBS games. I loved Civs 3-5, and have played quite a bit of Fallen Enchantress, as well as some Galactic Civilizations. I'm acquainted with the genre, but am by no means an aficionado.

So, why don't I enjoy this game? Well, a large part of stems from how narrow your in-game options are. There are plenty of choices between class and race, and those choices feel significant enough, really, but once you actually start playing the game, you realize that there's really only one way to win: expansion and conquest. I knew going in that this game would be more heavily conflict oriented, but to the point where that's the only means of victory? Not exactly what I had in mind, though I can certainly get by with that.

But it's not just that you'll have to go to war to win. It's more holistic than that: everything in this game is about conquest. The only real purpose of your cities is to produce soldiers, in some form or fashion. You build buildings to unlock units to fight wars. You conduct research to unlock units to fight wars. You manufacture "merchandise" to fund your wars. You "build housing" to increase your domain to capture "resource nodes" (that only provide a slight buff to production rather than serving as actual resources) to more quickly produce units to...wait for it...fight wars. Now, fighting wars isn't necessarily a bad thing. The combat is very well designed and has a good deal of depth to it, especially when you take into account the racial and class distinctions. But, this generally superior combat seems to come at the cost of the depth of everything else.

And that's just the problem: this game lacks depth. There is no real economy management, no real resources to capture (the only two "currencies" are gold and mana, the former of which is over abundant and the latter of which is often too scarce), and no real tech tree to navigate. You just plop your identical cities down to increase you GPT to support a bigger army. There's nothing else to it. You don't have to worry about acquiring special resources or developing advanced industry to train particularly powerful units, you just unlock them via research. And you can complete that research very quickly (late game starts at around turn 50 in a standard game, though the overall pacing can be sped up/slowed down during setup). By the time you've done that, you've rendered most every other standard unit in the game obsolete. You can really spam your way to victory against the AI (assuming they're not doing the same; otherwise you just get caught in a gridlock). And so, you lose that depth again.

If you love TBS combat, you'll probably enjoy this game. If you're looking for something more well-rounded, consider picking it up on sale. If you're expecting something akin to Civ V, check out GalCiv III (maybe; it's really expensive and still early access).

ADDENDUM 1: Since patch 1.093 (I think), pacing has been slightly improved through the addition of new production-related buildings and other changes. However, there have been no major changes made to the other mechanics, so, take it for what you will. Mana has been capped as well, which helps to prevent surpluses. T4 spam is still prevalent, though it occurs about 20 turns later for non-summoning classes.

ADDENDUM 2: Since patch 1.12 (or something, I dunno), different races have received different buffs/nerfs, and different gamespeeds have been added. This does indeed help with pacing, and provides more strategic depth to the potentially longer early/mid-game. However, economy and diplomacy are still pitifully simplistic, meaning that my core issues with the game (the near single-minded focus on combat) remain. The late-game is still shallow, even when opponents are on fairly even footing.

ADDENDUM 3: A new expansion has been announced, Golden Realms (I guess? Heck if I know.), that adds a new shorter campaign and race. It's Halflings, and it's only three episodes long, compared to Vanilla's 6? So, basically, it's half-sized, just for the Halflings. It's pretty clever. More importantly, (to me, anyway), it's supposed to bring a lot more to the table in regards to empire management, like special, competitive city projects, new, powerful effects for "special tiles" like treasure sites, and exclusive racial defensive improvements. A new victory condition has been added, as well. Unsure as to what they'll be doing with diplomacy. Iffy on the price, too. Something to think about, though.

ADDENDUM 4: Golden Realms is out and it can be yours for a cool ten dollars. If you're American. Not quite sure about the pricing in other regions, as Steam doesn't do direct conversions. I've played a teensy, tiny amount of the new campaign but, to be honest, I really couldn't get back into it. Diplomacy has been upgraded (for free) as well, as part of patch 2.4 (I never get these right). It's an improvement, but you simply won't see specialized treaties or tech trading a la Fallen Enchantress or Endless Legend. No manipulating multi-national councils, either, even though they exist per in-game lore.
Posted: April 3
Was this review helpful? Yes No
54 of 71 people (76%) found this review helpful
122.3 hrs on record
The third part of a game franchise is often where things are starting to go downhill rapidly, especially if the franchise has been around for a long time (1999) and managed to establish something like a "cult following". The franchise left some big shoes to fill when they released Age of Wonders: Shadow Magic 11 years ago, and Age of Wonders 3 fills them admirably.

At its core the Age of Wonders series are turn-based strategy games with turn-based strategic battles set in a fantasy world full of fantastic creatures and magic. You pick between different races, create your leader, build an empire and set out to claim the land as your own. You can forge alliances with other leaders (both AI or other players, if you play multiplayer matches) or try to conquer the world on your own. Your leader and hireable heroes are different to your main army in that they can level up and gain a plethora of new abilities and equippable items. Magic is an always-present factor in Age of Wonders. You constantly research new sorceries and in battle you will most often find yourself flinging powerful spells with your heroes while the rest of your army engages in more traditional combat, which also has its own nuances with line-of-sight penalties and flanking mechanics, on top of other things.

Age of Wonders 3 stays true to the spirit of the previous titles while bringing new features to the table. The most game-changing feature is the introduction of classes. When you start a game you pick a leader, race, class and specialization. Each class gets many dedicated units that are restricted to this class only, for example Arch-druids can get hunters while Mages can summon wisps. The same is true for spells, a Warlord could get a spell that sends an enemy unit into a fit of rage, making it unable to tell friend from foe, while a Rogue might send a plague of brigands upon an enemy city.

Here are some of the features you can expect:

+ 6 playable races, all with their benefits and drawbacks (Draconian, Dwarves, High-Elves, Goblins, Humans, Orcs)
+ Many different spells and units to research, depending on your chosen race, class and specialization
+ Units can level up and gain increased stats, while heroes gain new abilities
+ Neutral cities and dwellings that offer quests and access to unique units and items for your heroes
+ 2 full campaigns serving as a tutorial
+ Random map generator with a plethora of changeable settings to tailor maps to your liking
+ 8 pre-built scenarios of varying sizes with their unique twists, for multiplayer as well as singleplayer
+ Multiplayer with up to 8 players
+ Ships with the same level editor the developers use

If you are into turn-based strategy games you owe it to yourself to at least take a closer look at Age of Wonders 3!
Posted: April 6
Was this review helpful? Yes No
170 of 267 people (64%) found this review helpful
9.4 hrs on record
I looked forward to this game for months, pre-ordered it and took the afternoon off to play it the day of release. I consider myself well within the target market for AOW III, as I mostly play games along the RPG-Strategy spectrum.

As much as I hate to say it, I agree entirely with the top-rated negative review (by dacasonic). AOW III isn't bad, it just lacks depth. There are way too few units (really just one type of : light infantry, heavy, infantry, archer, cleric, light cavalry, heavy cavalry, trebuchet for everyone + 4 class units?), the research is one-dimensional (unlock a handful of units, terraforming and some spells), tactical spells are somewhat varied, but can't be used nearly enough and don't feel impactful due to a (in my opinion) mediocre resource system....

In essence, my biggest qualm with the game is how little there is to look forward to. In HOMM, I look forward to unlocking level 5 spells, top-tier creatures or upgrading my hero, because those things immediately feel impactful and rewarding. In Shogun II, I can't wait to get those hero samurais on the field or finish a massive citadel in a border city. In civilization, reaching milestones (wonders, key techs, even your first settler) feels bloody great and is immediately rewarding gameplay-wise. Even in Fallen Enchantress, a second-tier X4 game, upgrading towns, levelling heroes and reaching certain research milestones feel rather gratifying and makes the player want to go on "one more turn".

There is no equivalent in AOW III. Cities don't feel worth caring about (and it's a drag to keep them from getting overtaken by sneaky flying invaders). There are no great projects to feel excited about. Units are obtained early and the game turns into a variety-less grind within an hour of its start.

Maybe the game could have been salvaged by a better hero progression and XP distribution system, to give the player something worth caring about. Levelling up heroes (XP earned when attacking other units) will grant a few points to invest in simple stats or underwhelming perks (20% resistance to an element). A talent tree with meaningful incremental investments (see shogun II, or even fallen enchantress...) coudl have helped the game a lot.

I played AOW III on a mid-level laptop bought a year ago (well within reccomended specs), and the game ran rather poorly after a while. Naturally, this could be a problem on my end.
Posted: April 4
Was this review helpful? Yes No
19 of 26 people (73%) found this review helpful
80.6 hrs on record
Age of Wonders III is an charming game but has too much cut and/or unfinished content to recommend, especially to fans of the older titles in this series, both which were filled to the brim with atmosphere.


- Music
Invigorating tunes that spur you on while you play, great remixes of old tracks while adding in a few new ones as well. Most are of great quality but due to the length of some instances (late-game world map micro-managing or lengthy battle sequences with large armies), the themes can seem to reoccur too often too quickly.

- Gameplay (Leader vurnability)
While defeat could come easily in Age of Wonder 1 when your leader died to a stray spell, Age of Wonders II made them too persistant with next turn revives and respawning at any city with a Wizard's Tower. Age of wonders 3 perfects this balance by granting the leader some form of revival but at a decent cost. All in all: Leaders are neither vurnable nor near-unkillable like they were in previous games, striking the perfect balance where all tactics can be considered during play to eliminate your opponent.


- Graphics
While city-scapes during sieges can look amazing and army units are decent enough, there are equal as unpolished or plain bad textures as well. The leaders & heroes are the main offenders here: hair, beards and sometimes armor clipping or looking translucent, clothes or armor clipping through mounts,... Customizing your own leader has been expanded upon graphically, which I can only commend but the sore lack of extensive options makes this but a tiny timewaster rather than anything worthwhile. I confess, this is far more important in an RPG than it is in a TBS, but it looks half-♥♥♥♥♥ nonetheless (example: No skin-tone for Dark Elves whilst the High Elves race is a mixture of both Wood Elves & Dark Elves). Furthermore, while some ingame items equipped to these heroes show up on their avatar and thus offers a nice nod to detail, other items do nothing of the sort. In my opinion, either do all or none of the items lest you create the notion you hadn't the time to bother with them all.

Some flying units have issues as well when fighting over lava or water. If the unit in question has an idle stance where it lands itself until ordered, it gets submerged nearly completely in said lava or water. Creating another idle animation when fighting over water or lava could have provided a solution here, as of now it just gnaws at the player's experience.

- Content
Age of Wonders 1 had 12 playable races, Age of Wonders 2 had 15 playable races (12 in the original, 3 extra in the expansion), Age of Wonders 3 has 6 of these races. Not only a major plunge in what you can play, but all units feel much the same with different skins. Although each races varies slightly from the standard template (Dwarves have 1 extra defense & resistance but cost 10% more gold to recruit, Orcs suffers -1 ranged damage yet gain +1 melee damage, etc...), none feel as diverse as they were in previous games. While some units do have unique abilities (Elf Unicorn Riders pack the Phase-ability, unique to them), their stats are nearly equal apart from their racial modifier! To me, the varied stats seemed to have a far greater impact in previous installments, contributing to each race's unique style. The only units I currently feel that make a unique impact over its peers are the Orc Greatsword and the Elf Gryphon Rider due to enhanced stats or extra abilities.

Next comes the story, spoiler tag inserted:

Even though they try to take the story into a new direction, this game only contains 6 or 7 missions per campaign to explain it. Aside from being utterly uninspired with an ending that just oozes: BUY OUR EXPANSION SINCE THIS RESOLVES NOTHING; all of these missions fall into the same tedious category of: "Build a base from scratch against overwhelming enemy numbers who rarely do anything and sit there until you grind them piece by piece into a pulp." The last and fifth mission of the Elven campaign are notorious for this in my book. Aside from a few skirmishes into your terrain, they'll just wait until you come to besiege them. A few secrets here and there spruce up the lot, but they are far too minor to sit through hours & hours of same old empire building & grinding the foe to a pulp. Since nearly every mission is played with a different leader as well, don't count on transfering your researched spells over into the next scenario like you did in Age of Wonders 2! In my opinion, endless padding. The only plus was that it forced you to play with many of the classes the game has to offer, daring players to test all it has to offer, albeit not that much.

- Multiplayer
As many posts on the Age of Wonder III tech support website indicates, a tremendous amount of players is having issues even making a connection to other players. I had this same issue until I disabled my McAfee software, the ONLY game I must do this for in order to play it online even when adding said game to the exceptions list. Even though the game forwards ports automaticly in the hopes to get a connection going for the owner, I still feel this is a nuissance that could have been avoided or handled in a better way than just stating "Your router must cause the issue, call your providers to sort it out!".

When you're finally able to get this mode to work, the only feasible tactic to win the game under an hour is to rush your opponent to oblivion. I've played multiple team sessions and Free-For-Alls, all ended in either two scenario's. A: as stated before, players rushed eachother with their starting stack and hoped to have randomly received a summoning spell at the start of the game in order to crush their foe, quiting if they lost too many units along the way. B: People played passively for an hour and then quit the game due to a lack of intrest. In short: Play with friends so you can extend the game past the hour mark or fight it out until the bitter end. There is nothing satisfying about games ending abruptly because one felt it didn't go his or her way.


I wanted this game to be good, I truly wished for this as I am a long-time fan of the series. I adored the previous games but with all the issues & disappointments I've encountered here, I cannot urge others to buy, let alone play it. A few more months to expand the content provided would have made this game a worthy addition but for me in its current state: It falls short.

I've probably missed a few things here & there, but I hope my review helped you decide if this game is worth your time & money.
Posted: May 11
Was this review helpful? Yes No
14 of 17 people (82%) found this review helpful
41.6 hrs on record
Pretty good turn based strategy game. It is a mix of a few things actually, there is lite empire management (think Civilization), hero customization and - the main focus of the game - huge turn based tactical battles.

For a game of this kind it's refreshingly bug free, but there are some serious balance issues still. Nothing that can't be patched though. And even in the release state I had a real quality 40 hours of enjoyment with it already. It can only get even better from here on.

In the interest of full disclosure, here are the problems the game still has at the time of this review IMO:

- Tier IV units are so much better than anything else, they make older units obsolete and the best tactic is rushing and spamming them. Also if you can't kill the enemy in time to prevent them from getting stacks of T IV units, you basically lost. If you have them, the battles lose their tactical depth. Just move forward and smash all opposition.
- The heroes are super squishy and you instantly lose the game if they die (in the campaign, in custom maps they are still perma dead at least), which makes you not really want to use them, which is a shame because they are some of the most interesting units in the game
- The economy is off, mana is practically limitless, gold is either no issue or a good sign that you'll lose within few turns if it becomes one
- Little item variety, you'll quickly amass triple and quadruple copies of each item in your hero's inventory if you comb the map dilligently

Posted: April 9
Was this review helpful? Yes No
845 of 954 people (89%) found this review helpful
47.4 hrs on record
Review based off of playing the Closed Beta. (Which is voluntary, and invites were sent based off of forum participation.)

I like TBS games, generally ones with interesting combat systems, and the last one I genuinely liked was XCOM. I've spent the past years lamenting every TBS game that came out, because of the combat systems that resolve the battle in damage exchanges on the World Map. So I was excited about Fallen Enchantress, and I played it for a while, but it had no multiplayer which inevitably killed it for me.

So, I was overjoyed to hear that Age of Wonders was returning with all the Tactical Combat and multiplayer features that I so loved.

I've played each of the games in the series, I thought that AoW1 was excellent, AoW2 was abysmal and Shadow Magic was great. For whatever reason, I actually expected to be disappointed by this entry and was considering not buying it. After playing the beta, I can see that my initial instincts were unfounded.

There are obvious graphical improvements, and I can't really fault them, beyond what I feel is an issue with the change to lower tier unit parties. Though each of the models is well detailed, because they are stood together in a tight stack I feel the units lose a bit of their definition, this might be because of the level at which I zoom out to, but at the end of the day I need to do that to see a practical amount of the battle.

I think the time it takes to enact tactical combat is good, there are speed settings to allow you to increase unit movement and attacks if you're in a hurry, and I generally am. The game ran smooth for the most part, and my biggest issue, which is fairly minor, with the combat is that the hitting animations don't feel particularly visceral in terms of sound, graphical action and reaction. (Some do, but for the T1/T2 melee clashes I didn't feel it was as brutal as the earlier games.)

I prefer the combat system to any TBS that I have played in the past years, and it allows for larger scale battles as well in beautiful settings. (When I compare it to HoMM, which I dislike, or XCOM's, which I loved, or Civ's, which I found boring as I'm sure I would Warlock, etc.)

Each of your Heroes/Leaders has access to a number of upgrades when they level up, leveling up is fairly easy and painless compared to the earlier games (where you had to get the final hit to get the exp) so your heroes become quite strong, quite quickly, but still steps below higher tier units until they reach higher levels. Each hero has it's own class, which grants it access to class specific upgrades, but they all share access to basic upgrades to upgrade stats like Defense, Attack etc. which are fairly straight forward.

Each Hero can become a spell caster, and each class has its own subset of spells, though only one spell can be cast a turn (regardless of how many spell casts you have in a battle) which prevents the issue of your army getting instantly destroyed by a barrage of spells in the first round.

Your heroes have items slots, and you can get items from exploring dungeons etc. You can also make your own items if your city is advanced enough. I felt that there the items available were interesting, particularly the range of mounts (which unlike other gear displays graphically) that allow you to fly about, in the case of wyverns or manticores, and offer other abilities.

I thought the leveling system for heroes was quite good, I found myself often upgrading the default stats and I didn't feel that there was much variation between each hero class type, though there were some cool melee orientated abilities for the Warlord and some interesting ones for the Theocrat, as well as the Rogue. A lot of abilities amounted to global damage reduction to your party, and so the differences amounted to a change in damage type.

The class you choose for your leader (which has its own levelling/point allocations and is quite similar to a hero) will determine what research/units you will have available to you through the game, as well as three sub-specialitions you can choose when creating your hero which can give you access to new schools of magic, or more practical exploratory/empire building skills. In that regard I thought that there was a good variation of research/summons/units across the six classes and the sub-specializations added extra replayability/variation to that.

Unfortunately, I haven't had time to play the multiplayer.

I thought that one of the campaigns was excellent, and that one of them was good, I had some issues with it, but I expect those will be resolved before release. Both of the campaigns were a cut above any TBS campaign I've played in the past, featured interesting protagonists, solid writing, and excellent voice acting.

Each campaign has a text, voice-acted prologue, and an epilogue for each mission, and throughout each mission there are text pop-outs for dialogue from your enemies and allies. In both campaigns there is a branching point where you have to choose sides so I believe that would result in at least four different endings, though I'm not sure.

Either way, there should be a good amount of replayability and entertainment value from the campaigns, and I'm sure that there will be more to come (both from the developers, and users using the editor), and the excellent mechanics of the games themselves (combat, beautiful world design, variety of units and strategies) will add to the enjoyment of those campaigns.

There are currently six races, each has different benefits/negatives to its racial units, there are some instances where lower tier units are quite similar, but I think that's to be expected. Overall, I thought there was a good range of units available and that each of the races/class combinations offered a good variety of choice. Across the campaign you play multiple leaders (races/classes) though your main character always sticks with you, either as the leader or as an accompanying hero.

I would recommend the game simply for playing the campaign, or for playing the scenarios available or using the random map generator. If you enjoy TBS games then you'll probably like this one, and it should provide you with hours of entertainment. I intend to play the multiplayer when it comes out, and I imagine it's going to be fun, but as I haven't played it I can't really say for sure.
Posted: March 2
Was this review helpful? Yes No