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Review in Progress: Age of Wonders III

Might makes right.

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Age of Wonders has returned, and this past week I spent a lot of quality time with the latest in this long-running strategy series. However, at the time of this writing, I have not yet been successful in playing Age of Wonders III online. This means I'm not ready to pass judgment on the game just yet, but I wanted to share with you my thoughts and impressions on what I've played thus far.

Age of Wonders III is at its best when you're leading your army in glorious battle. From flanking bonuses and line of sight to magical research and the industrial infrastructure of your empire, every detail in this turn-based strategy game contributes toward making the battlefield as complex and rewarding as possible. And because its managerial aspects are kept to a minimum, Age of Wonders III is easy to pick up, moves at a fast clip, and frees you up to focus your attention on the action.

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Your path to glorious battle starts with building an empire. You settle cities and expand your kingdom in much the same way as in Civilization; however, in Age of Wonders III, all empire management is geared towards fielding and enhancing your army. Your cities do not require a lot of micromanaging, so you can concentrate on your troops. When you engage another army in battle, you are transported to a more intimate arena that's separate from the world map. The fighting takes place on a hex-based grid, which is usually filled with trees, boulders, or, in the case of urban assaults, city walls. Using the terrain, your skills, and every other tool at your disposal is paramount to victory. Rushing headlong into the fight only gets you slaughtered.

The key to victory lies in internalizing all these different factors and working out a solution that forces your opponent to make a mistake.

Similar to the XCOM series, Age of Wonders III gives you plenty of opportunities to screw up in battle. Flanking attacks from teleporting foes, shield-bearing enemies who can deflect arrows, and a wide variety of harmful spells are just some of the dozens of possibilities you must juggle in a given encounter. The key to victory lies in internalizing all these different factors and working out a solution that forces your opponent to make a mistake. There's a lot to keep up with, but the game does a good job of presenting all this information in an easily accessible way. When you emerge victorious, it's because you outmaneuvered your opponent and successfully capitalized on his or her mistakes.

Woven between the combat and empire building is your empire's research tree, where you research new spells and technologies for your people. It's one of your most powerful assets, but also one of the most unpredictable. Depending on your class and race, there are always a few staples on the tree--such as basic seafaring or the ability to cast more spells per turn--but the rest are randomly selected and can be unlocked in any order. If you start out with a few direct-damage spells, you may wish to press that advantage by being extra aggressive, while on the flip side, if you have a magical ward for your city, you may wish to stick close to home. While they may be unpredictable, your available research options are always balanced in such a way that you never feel at a loss or underpowered. Adaptation is the mark of a good leader.

While Age of Wonders III does a good job of providing variety in most aspects of the game, there is one area that is underrealized: the classes and races. In the end, your class and race selections simply apply subtle variations on the same core set of units, and as a result, encounters can start to feel similar in spite of the game's elements of randomness. Sure, the orc archer may have a -1 penalty to damage while the elven archer has a +1, but in the end, they both behave largely the same. This isn't to say that the core set is unbalanced or not fun to command; however, it would have been nice to see the differences between these different factions pushed a little further to open up even more diverse strategies and tactics in battle.

Dragons of all stripes are always a pain, regardless of which army you're playing.
Dragons of all stripes are always a pain, regardless of which army you're playing.

With its tactically rewarding battles and streamlined empire management, Age of Wonders III is a well-crafted strategy game that doesn't let itself get bogged down in needless busywork. It pushes your focus onto its strongest suit, the battlefield, while keeping everything else in the background. Some smart elements of randomness help keep you on your toes after multiple sessions, though you will find several go-to strategies still apply regardless of the sort of army you lead. Hopefully the odds will be in my favor when I take the game online. Be on the lookout for the full review of Age of Wonders III on the PC ahead of the game's March 31 release.

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Gelugon_baat

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The GOG version is awful - it actually has DRM, and at this time of writing, the regular edition has been pulled from the digital store. That leaves the Deluxe edition, which also has the same DRM of product keys.

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abcdefgabcdefgz

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Does this game play like heroes of might and magic?

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meatz666

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AoW must be played in LAN, so you can yell "NEW DAY" to your friends.


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sadface1234

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cant wait reminds me of master of magic which is still one of the best turn based strats of all time and it came out in what 94?

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gonetoyourhaed

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So far it sounds like Shadow Magic 2.0 and that a-ok with me. I loved that game. I found the races and classes to be pretty similar in that too, and it didn't take away from the fun at all. All I really care about is the random map mode, which is done away with in most of today's strategy hex-based games.

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pupp3t_mast3r

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Can't wait for this game to come out..... oh and Warlock 2 ^^ A good year to be a PC Gamer.

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GyroGate

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WHAT IS THIS?? A GAME FOR ANTS??

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dr_jashugan

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<< LINK REMOVED >>

This game is NOT for NETBOOKS! :-P

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jhonMalcovich

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<< LINK REMOVED >> what !?

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grove12345

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hope its as good as Shadow Magic.

As far as lack diversity hope that doesnt apply to the races units skills. Yes a majority of it was minor stat differences but also some units were able to climb walls, or hide, or move over water, fly, or dig through terrain on the map, fire damage, etc etc. I think the previous titles did a good job with making races unique during battle. Outside of battle not so much.

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the_hunger

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My most anticipated game. Nice preview

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Norb_

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Dangit too many good games coming out this year, not enough time.


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Excalibus

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<< LINK REMOVED >> Days should have 48 hours

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Pyrosa

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I'm so stoked...*FINALLY*, a new fantasy-strategy single-player game for the laptop! Preordered on GOG.com a couple weeks back...

While I historically always preferred HoMM series over AoW, the HoMM series has been a little "broken" recently, and UBI's mandatory online DRM crap-ware pushed by beloved HoMM into the "never buy from UBI again" territory. (Plus, the old HoMMs play just fine on my Galaxy S4 via DOSBox Turbo.)

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decebal

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<< LINK REMOVED >> I always prefered AoW over HoMM. And after HoMM 3.... they are not even worth mentioning.

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grove12345

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<< LINK REMOVED >><< LINK REMOVED >> ya AOW is the best turned based game i played. Better than Master of Magic. And that is not easy

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texasgoldrush

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How is the campaign?


Is this game better than the first two?


I also hear a Necromancer class will be DLC, can't wait for that.

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