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We have collected 2 reviews of the Warlock : Master of the Arcane. Experts rate Warlock : Master of the Arcane 6.8/10. Reviewsor.com helps you find reviews, best prices, user reviews of the Warlock : Master of the Arcane and PC games.
War--what is it good for? In Warlock: Master of the Arcane, war is good for absolutely everything. Warlock focuses on the "exterminate" portion of the 4X (explore, expand, exploit, exterminate) strategy formula, with rudimentary diplomacy and research systems, leaving a fun and sometimes intense turn-based strategy game that's all about throwing armies of high-fantasy creatures into conflict. While the game's enemy great mages (aka the "AI") could use a better grasp of their own systems, Warlock provides a satisfying challenge, provided you play on its higher settings. The turn-to-turn gameplay is similar to Civilization and other 4X games--you send out units across the map, build and expand cities, or fight (or all three, depending on the turn). Warlock is set in Ardania, the land of the Majesty series of fantasy sim games. Your goal is to become the strongest of the great mages and establish a mighty empire. The game has three factions: the humans, which feature units such as warriors, archers, and mages; the monsters, who have goblins, ratmen, trolls, and the donkey knights (yes, donkeys are one of Warlock's many resources); and the undead, who sport the usual assortment of skeletons, ghosts, and vampires that you'd expect--along with ghost ships like the Flying Galleus.
If you walked past my computer monitor and saw me playing Warlock: Master of the Arcane, I wouldn't blame you if you mistook it for a fantasy-themed total conversion mod for Civilization 5 at first glance -- it's that similar. But so what if it shares a lot in common with one of the best modern-day turn-based strategy games? I'd rather a developer take notes from an industry standard and build on it than try to reinvent the wheel. Warlock does work hard to establish something original on top, and even though it makes a series of bizarre design decisions in the process, it's still a fun, budget-priced turn-based strategy game -- if you have the patience to figure it out. World War Civ The start of these missteps comes with the diplomacy system. At the beginning of a match everything is peachy between the faction-leader mages, and my diplomatic routine is limited to signing non-aggression treaties or handing out gold and mana because I'm feeling like a nice guy... but that's about it, and it's hardly an affordable means to keep the peace. A few turns later things quickly fall apart, and it isn't long before I'm bullied by my rival mages to hand over X amount of gold or Y amount of mana or face war.
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