Reviews / previews
Games take a lot of time and money to develop these
days--as well as the requisite pizza, cola, and love.
They take too long, in fact, for most companies to
recoup their investment on a single, successful
release, which is why the developers of Rage of
Mages have chosen to reuse their familiar combat and
graphics engines in
Rage of Mages II:
Necromancer.
The game pits your
party of a dozen
fighters and mages
against forces of evil
that threaten to
overwhelm the
medieval kingdom of
Yases. However, the
few roleplaying elements in RoM II are thinly stretched
over a simplified, combat-only real-time strategy
framework. True, lots of people wear armor and
magical robes, cast spells and wave swords, and
sure, a few statistics have to be set for your
character. (The others are pre-set.)
But you'll find no real interaction with the inhabitants
or environment as in the Ultima series or Fallout 2.
The 43 quests are acquired automatically, when you
speak to someone at an inn. Pre-arranged dialog
handles the decision-making elements for
you every step of the way.
Visually, the game is as enchanting as its
predecessor is. The painted backgrounds
are particularly memorable in the shop
menus and in the shimmering forest
animations on the regional maps. In fact,
much of RoM II's beauty derives from
non-interactive elements, such as those
wonderfully distinctive buildings you see in
each town. I wished I could've clicked on
some of the houses, windmills, and temples
to get hints or quests from the occupants-or travel down into subterranean
dungeons.
That game's poor movement algorithms and a broken formation command (It
couldn't keep a party in formation once the party hit the road) offset the
animations, backdrops, and well-balanced combat system of the original
RoM. Unfortunately, movement isn't improved in RoM II. I've frequently ordered
my party to attack or go to a location, only to watch one character halt behind
a small barrier while others advanced. Some commands are a hit-or-miss
affair, like "P" for "pickup all visible treasure"
which sometimes fails, or succeeds only in
part, leaving large portions of nearby loot on
the ground.
Formations in the first RoM were
implemented by a command that
supposedly let you "fix" the relationship of
distance and direction between each party
member, and maintain it over your travels.
So you could (supposedly) put fighters in
front, mages behind, and NPCs you were
required on a quest to protect, in the rear. In fact, none of that worked out. As
soon as you moved, the formation was lost. The formation command problems
have been fixed-if you can call it that-with a statement in the manual to the
effect that formations only work before you move, and after you stop. That's
about as useful as a broken analog watch advertised as telling the time
correctly twice a day.
In multiplayer mode, RoM II supports up to 16 players via serial, modem, IPX
network or Internet TCP/IP connection. You can edit any of the enclosed 2D
maps for multiplayer use, though the game does not provide the tools to
create new maps. Standard quests are included minus the standalone plot,
and you have the ability to hunt other players if you click on non-cooperative
play.
It's fair to say that if you liked the original RoM, you'll enjoy its
more-of-the-same successor. Personally, though, I prefer my RPGs with more
substance, and my RTS games with movement algorithms and commands
that always work. And finally RoM II's music score, like its predecessor, is
repetitious and unimaginative to the point of annoyance. In the end, the 3D
version of RoM that's currently scheduled for winter release may meet that
need, but RoM II certainly doesn't.-- Barry Brenesal / GamePro
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