Skip to main content

Sorcerer King

The elemental series has (with the exception of the totally broken War of Magic) been a series of "great almosts". Each game in the series has gotten more finely tuned in gameplay and balance, but they've just never gotten the UX elements to the point that the game stopped being annoying to play.

I bought Sorcerer King (with the loyalty discount for having tried all the others) expecting that the fresh take on the 4X genre would be worth playing, even if the long term replayability was still a mess.

I was thus very happily surprised to discover that this time around, the game is as playable and engaging as it is conceptually interesting and balanced.

There are several elements to this, but the one I'm astonished by is how much finally cleaning up the graphical appearance of the game world mattered. This is the first game in the series where figuring out what something is on the map - be it a wandering enemy, a visitable location, or a mountain (!) no longer required conscious effort or decoding a special overlay icon. That drop in unnecessary cognitive load and unnecessary frustration may well be the single biggest improvement.

It's not the only one, but even the remaining list has a surprising number of things that are equally "cosmetic" in nature. For example, your starting army has a move of 3 instead of two, and the remnants of a road network mean that your first hour of play is filled with exploration instead of tedium.

The encounters near your starting point are also balanced appropriately to range from doable to challenging with that first army, so your first hour of play isn't filled with helplessness and futility either, and taking time out from building up your city to add an extra unit pays off enough to make the choice whether to do so interesting.

The satisfying balance continues through the game to the end, too. While it's possible to focus on one killer stack with several champions in it, you need a contingency plan against the SK beaming a nasty army into your back door - and there are multiple viable choices for that, too, whether it's strong garrisons or keeping enough mana on hand to bring your heroes home and still have enough left to support them in a nasty fight.

All in all, this is the most fun and interesting game Stardock has ever made. Time will tell whether the massively better play experience is an accident or a lesson they've finally learned.

Comments

Popular posts from this blog

Looks like Nintendo may have gotten their head back into daylight this time

The Wii U was (IMO) a dumb idea that (factually) tanked, evidence that Nintendo had no clue how to follow up what made the Wii a breakthrough product. But it looks like they may have figured out what they are doing right with the 3DS, and how to really cash in on the new trend toward multiscreen entertainment at home without being needlessly expensive, asymmetrically lame on multiplayer, and totally separate from their successful handhelds. http://kotaku.com/heres-your-first-look-at-the-nx-nintendos-upcoming-con-1788004927

Stellaris: Post-Honeymoon Review and Musings

If you're a TL;DR sort of person, here you go: Stellaris is not a 4X game at all. Its core design goes a completely different direction. It has some cool bits in it that will probably catch on in future 4X games, and by using mods to tune it I got a hundred or so hours of fun out of it before the honeymoon wore off, but in the long run it will likely be remembered as a non-4X game that was nonetheless a good influence on the genre. To go into more depth for those inclined: Pre-release, the big excitement about Stellaris was the hope for innovation in a 4X in ways to make the late game less of a grind - that period when you know you've won but the mechanics of getting the victory screen will take hours more. This was a bit of marketing poetry, or maybe outright disingenuous. At its core, Stellaris is not a 4X game. It's a pretty standard Paradox set-piece grand strategy game with a "1X" game bolted on the beginning to substitute for the real-world history t...

GW2 Heart of Thorns, after some serious play time

The first week or two after Heart of Thorns went live, I was a bit disappointed. Playing on, first because four of my friends and I always play together on Mondays, I got a little more of a philosophical handle on how the expansion changes the game, and I'm no longer ambivalent about having bought it - I love some parts, and I just had to learn that the "different kinds of fun as you feel like it" game design is now painted in broader strokes - especially you should only go into one of the new zones if you feel like the activity that is going on in it. Roughly speaking, HoT adds four things to the game: A new character class, a new "elite" subclass for each class, a new form of progression at L80, and a bunch of new zones with their story. Of these, the zones are the most visible and important, and the mastery tracks are the most novel and IMO successful, so I'll leave those for last. In thinking about these changes together, I think I see a philosophica...