by Brian Rowe, September 17, 2010
Elemental: War of Magic is an ambitious 4x strategy game from Brad Wardell, the man behind the supposed “Gamer’s Bill of Rights.” Ironically, Elemental clearly violates Stardock’s own rules regarding the release of finished games and adequate performance on machines that meet minimum requirements. Now that is how you build trust.
The world of Elemental is a wasteland of ruined civilizations and fallen kingdoms. In this realm of medieval fantasy, you don the role of a magic-wielding channeler, charged with building your kingdom from the ground up into a dominating power. There are four ways to win, and whether you play through the story-based campaign or set the parameters for your own world in the generically named mode, New Game, winning will require military might, a mastery of all magic, the endurance for questing, or the diplomacy to enact treaties with all opponents. More than anything though, victory also requires massive amounts of trial and error.
The scope of Elemental is at least on par with that of the Civilization series, but far less welcoming. The breezy tutorial is garbage and fails to address the most basic functions outside of movement. The manual provides a wealth of information, but it is similarly useless due to the lack of visual context, convoluted in-game menus, and poorly explained chains of events. After guiding my characters to a town, I spent at least fifteen minutes figuring out how to get them back out; user-functionality at its finest.
Research is crucial to advancing your kingdom’s status, with well over 150 unlockable structures and technologies, including lumbermills, military training, and pubs for the tourists. You can mix-and-match your studies among civilized structures, magic, questing, tools for war, and numerous sub-choices. Research requires nothing more than time, with each advancement taking longer to complete. In what can only be a glaring oversight or a horrid choice of design, there is no way to tell what abilities or structures each line of research yields. Worse is that research only provides a ‘chance’ of producing results. Imagine, a carefully orchestrated plan and 50
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