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Fallen Enchantress: Legendary Heroes

It takes a little bit of skill and know-how to build an empire, not to mention knowledge of how the world works. It’s for that reason that my first venture into Fallen Enchantress was with the tutorial. It was lengthy and dry, but after completing it I felt as though I had some idea of what sort of game I was getting into. And then I started a new game proper and had no idea what I was supposed to do.

There is actually a perfect explanation of why I was confused and also why I shouldn’t have been. I was drawn in by the expectation of playing a strategy/RPG, and assumed that also meant there was a story to guide the whole experience. Instead what I found was an empire building game that has a lot in common with the Civilization series.

The biggest difference between the two games comes in the form of combat. When two units clash in battle, it’s not merely just a contest determined by stats. There is a separate, turn-based battle system to fight it out. Unfortunately, much like Aliens: Colonial Marines, the fun choice is choosing not to play. Maneuvering your units tactically is an awkward proposition, especially in comparison to clicking the auto-resolve button.


There’s also a questing system of sorts that is brought to the table, although the nature of the quests seem to be about as detailed as side-missions in more dedicated RPGs. Quests exist less to build story into the world and more to give you a reason to do the things you’ve already been doing. Running the gamut from the escort quest over to the fetch quest, these are basic opportunities you can use to make your characters more powerful.

Over the course of the game heroes can be recruited into your army. In order to conquer more territory you’ll need them in tip top shape. That means completing quests to acquire rewards along with fighting monsters for treasure and the necessary experience to level up. Leveling up branches each hero into their own, unique forms, determined by how you want to customize them. Customization is the wholly unique feature that Fallen Enchantress brings to the table. Your heroes, civilization, even what types of cities your settlements are based on your whims and mercy.

Fallen Enchantress is still in beta, and the release is missing a feature that will end up in the final version: Scenarios. In theory this might give the world building a sense of direction, or it might force you to spend more time participating in it’s combat. With any luck it’ll help separate this game from being nothing more than Civilization with quests.

The author of this fine article

is a Senior Staff Writer at Thunderbolt, having joined in July 2011.

Gentle persuasion

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