Elemental: War of Magic Review

Written by:  • Edited by: Michael Hartman
Published Sep 7, 2010
• Related Guides: Strategy Games
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Elemental: War of Magic is the latest strategy game from Stardock, developer of the brilliant Galactic Civilizations series. War of Magic is a fantasy strategy game and a departure from the model the company perfected in GalCiv. Can lightning strike twice?

Elemental: War of Magic Review

One year ago I heard that Stardock was making a new strategy game. This game was called Elemental: War of Magic, and it appeared to be a combination of Civilization and Heros of Might and Magic, two great franchises. I was excited. Stardock's Galactic Civilizations 2 is one of my five favorite strategy games of all time. I preordered without hesitation.

Then, on August 24, I received a strange notification - Elemental: War of Magic was out! This seemed strange not because it was unexpected, but because Stardock didn't herald the coming of Elemental with trumpets or fanfare. In fact, the company seemed intentionally quiet.

So, without knowing what to expect, I jumped in. And what did I find?

Gameplay
Rating Below Average

Elemental: War of Magic Review
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Oh my god. What happened?

It is very difficult to talk about the gameplay of Elemental for one very simple reason: this is not a finished game. Oh, sure, you can load it, and it runs. But the design of the game feels frayed at the edges. It is a tangled weave of half-hearted ideas that becomes impossible to comprehend. Elemental isn't the wonderful strategy game I expected. Instead it is a warning to designers everywhere. HARK, DESIGNERS! THOU WILL NOT BITE MORE THAN THOU CAN CHEW, LEST YOU BE FORCED TO SPIT OUT YOUR MEAL!

There is a lot going on in Elemental. City building seems to be half-way between Civilization and SimCity. You build upgrades, but you actually place them on the map. However, the placement doesn't seem to matter, and it is sometimes unclear why some buildings are not available while others are. I get the sense that Stardock was going somewhere with this mechanic but didn’t have time to finish it.

Or let's consider combat. The idea of adding turn-based strategy combat to a fantasy oriented strategy game is cool, but again Stardock has missed the mark. The turn based combat, as it exists currently, is little more than a blueprint. Units rarely possess interesting abilities, and the combat maps all appear to be identical, perfectly flat rectangles. Luck is also a huge factor thanks to weapon damage rolls that have huge variance. Combat in Elemental is like playing Dungeons & Dragons with nothing but a twenty sided die.

Learning Curve
Rating Poor

Elemental Review
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These problems are made worse by a learning curve that is as gentle and kind as a bomb shelter. Elemental throws the player in with almost no assistance. The manual is thin and in-game help is mostly provided at random by The Scribe of the Blatantly Obvious, who generally says things like "Don't let your main dude die." Okay, I'm paraphrasing a bit there - but that's generally what his help amounts to.

The main source of information about the game is actually the game's forums, which already has several "mega-threads" devoted to explaining the game. This, however, is only a partial remedy to the problem. Stardock should never have shipped this game with such baffling in-game help, and the inclusion of a comprehensive tutorial should be patched in quickly if Stardock wants any chance of attracting new fans to the game.

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