Reviews / previews
Have you ever bemoaned the
lock-step similarity between units
in Warcraft? Ever wanted a bit
more tactical control over your
characters in Might and Magic?
Looking for C&C meets Wizardry?
Well gather 'round, folks, because
Rage of Mages brings us two great
tastes that taste great together.
Role-playing real-time strategy?
You bet. Monolith imports this delightful hybrid from
Mother Russia and scores an unlikely success with
this unheard-of mix of genres.
Your main character gathers various heroes and
followers throughout your journeys in Allods, bringing
them through a vast assortment of quests in an effort
to build their strength for a final confrontation on the
Isle of Uimoir. The hub of the game is the city where
you recruit, train, and equip your heroes. The
blacksmith offers a bewildering selection of weapons
and armor, equippable in a manner similar to Diablo.
At the inn, you meet heroes who will join you in your
questing, and you also hire temporary followers to
serve as your main fighting force.
ROM's best element is its numerous and
well-designed quests. They're often simply stated, as
in "Rescue the captured mage," but they can become
much more. Once a mission is completed, you're
allowed to continue playing-a nice way to get more
treasure and experience. In one mission, a party of
knights goes to help a human village fight against
raiding orcs. The band is wiped out in an ambush, and
an escaping knight beseeches you for help rescuing
his party's captured mage. Once you've accomplished
that, you can continue to the town that's been raided,
heal the few remaining knights who've made it there,
and go with the townspeople to exact vengeance on
the orc village. This open-endedness is extremely satisfying and occurs
frequently.
While the top-down view offered in the game
looks and acts much like Warcraft II's, the
elevated 3D terrain, shadows that change
with the time of day, and the dynamic
lighting effects for the multitude of spells all
serve to deliver a rich vista. The units are
colorful and detailed, their animations are
excellent, and they clearly show the
weapons they're holding both in the game
and in the well-executed picture in the
interface. Although most of the changes in
armor and weapons are not accurately reproduced, it's easy to distinguish
units even during a pitched battle. As for the battles themselves, ROM
handles them surprisingly well.
While some of the movement features are flawed-Autoformation didn't work
well-you're given roughly as much control as in any other RTS game. You can
group units via the standard RTS convention of Ctrl-#, and you're offered
different movement and attack choices (such as Swarm, to attack in a group).
With some preparation, your units behave with surprising intelligence. During
one fight with an ogre, I found that one of my mages had ceased casting
fireballs and had instead begun casting much-needed heal spells on my
bloodied knight-without my telling him to. These well-implemented elements
made the frequent battles detailed and exciting.
On the downside, Rage has an annoying
soundtrack, and like most RTS games, it
suffers from repetitive responses when you
order your units to do something. Still, while
it doesn't have the gloss and glitter of the
more recent RTS or RPG titles, Rage of
Mages makes up for it with an inventive
genre-mix that dishes up a hearty serving of
that almost-forgotten plate-gameplay.-- Matt Holmes / GamePro
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