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Fallen Enchantress: Legendary Heroes Review

By Brett Todd

Fallen Enchantress: Legendary Heroes hits the sweet spot for this continually improving strategy franchise.

The Good

  • Cities function more realistically now, with automatic resource production  
  • New fame score mechanic gives your heroics tangible benefits  
  • Loads of tactical tweaks that give combat much more depth.

The Bad

  • A few lingering crash bugs.

Elemental: War of Magic seems a long time ago. The 2010 turn-based fantasy game from Stardock came with a lot of expectations, most of which were soundly dashed due to a tremendous number of design flaws and bugs. The developer has been making amends, however. First came the generous announcement of two stand-alone expansions that would be given away to buyers of the original Elemental. Second came the news that these expansions were actually very good. What started with 2012's surprisingly strong Fallen Enchantress has been continued with Fallen Enchantress: Legendary Heroes, a follow-up that refines just about every aspect of its predecessor to create an impressive 4X strategy game.

With all that said, don't expect to see a total reinvention of the wheel. The game utilizes stock-standard 4X mechanics ported to a fantasy setting. You're still out to build an empire, throwing down the cities and outposts needed to lay claim to wilderness that includes both resource points (the usual metal, food, and the like) and magical shards that increase spellcasting power. Creating your kingdom is done through both peaceful and militaristic endeavors. You push the boundaries of your land by founding new settlements and erecting new buildings fueled by research from a hefty trio of tech trees. You can also crank out small-scale numbers of troops (they sort of sit in the middle ground between parties of adventurers and armies) and conquer enemy strongholds through battles on tactical chesslike maps.

The gameplay doesn't wander far from the template established in Elemental and firmed up in Fallen Enchantress. It has evolved in some fairly significant ways, but these aren't the sorts of improvements that slap you in the face--these are the sorts of improvements that creep up on you and increase your level of satisfaction with the game over many hours of play. It's only after you've gotten a good dozen or more hours in that you can sit back and take stock of just how much this new game ups the ante on its predecessor.

What's more, all of the changes work together to improve matches across the board. Building your kingdom has a more realistic progression, starting with quests. Those random adventures where you clear out monster lairs and help strangers now serve a purpose beyond simply providing gold and loot. Now you score fame points for each successful expedition, which then results in attracting a champion to your service. You always get to choose between two such heroes with differing skill sets, so you are guaranteed to come away with a follower that fits into your style of play. Champions now also level up, with access to traits that allow them to buff attacks, heal, perform magical attacks, and so forth. This establishes a risk-reward system that gives your heroic endeavors real meaning and removes the random champion aspect of the previous game that made the concept feel a bit gimmicky.

More options are available for empire building, as well. Matches can be tweaked in new ways before beginning play. The production pace can be cranked up if you want a faster game, or if you want to play on the new massive map size without giving over a solid week of your life to a single campaign. Cities can now be set to automatically produce core resources on their own. Just click a button if you want to turn a town into an engine that cranks out wealth, research, growth, or magic. This moves the game even farther away from micromanagement and allows you to nicely deal with midgame shortages of gold that so often afflict you when you're rapidly expanding.

It isn't all easy, though. The number of cities that you control affects unrest now, so the bigger the kingdom, the higher the chance that the peasants will revolt. This system is a good idea overall, because it adds more challenge to the later stages of campaigns when you've gotten past midgame growing pains. But the mechanic can also seem a bit arbitrary, foisting an artificial problem onto a prosperous land for no apparent reason other than to emphasize the point that you are never too big to fail.

24 comments
asmode2
asmode2

FE LH with Children of Storm mod is the best fantasy 4xstrategy game in last 10 years!

ShienYeh
ShienYeh

If this game is 8.0 score , Eador : MoBW should worth at least 6.0 at same criticism level. I didn't mean this game (FE:LH) deserve lower score.

Cherokee_Jack
Cherokee_Jack

@ShienYeh Well apparently you're wrong, because the same critical standards resulted in Eador getting 4.0

You might have had a point if Gamespot still used math-based scoring, but they abandoned that years ago.

ShienYeh
ShienYeh like.author.displayName 1 Like

@Cherokee_Jack Yes they use "feel-based" scoring or money-talks scoring , that's why COD series and Diablo III can get high score

Hurvl
Hurvl like.author.displayName like.author.displayName like.author.displayName 3 Like

@ShienYeh @Cherokee_Jack Your credibility went out the window with that last statement. Go ahead and join the club of People Who Think They Know Better Even If They Don't. It's a review, it's subjective, even though all reviewers try to not let their personal feelings affect them too much, something you seem to have trouble understanding or exercising.

spikepigeo
spikepigeo like.author.displayName like.author.displayName like.author.displayName like.author.displayName like.author.displayName like.author.displayName like.author.displayName like.author.displayName 8 Like

Stardock is one of those few, good companies left. Love 'em to death.

Sefrix
Sefrix ranger like.author.displayName like.author.displayName like.author.displayName 3 Like

@spikepigeo One of the only companies that deeply care about PC gaming.

eol_is
eol_is

A little more technical polishing and it's good to last.

Add to it the high level of modifications available and you got yourself any kind of game you can imagine, within its own limitations of course.



Vambran
Vambran

I bought Elemental War of Magic back in 2010. Gave up on it after a few hours , too many bugs and random slow downs ruined it for me.

This Sequel / Remake however is very good. Been playing it non stop for the last week. Gameplay is very solid and addicting. 

The only negatives i can say about this version is the story elements are ( still ) very light , and no multi-continent maps or navel units.


eol_is
eol_is

@Vambran There is one naval unit, the transport, but you can't build it; get it only through quest-like dialogue.

But then again, it's not really needed considering the raise/lower land spells.

Vambran
Vambran

@eol_is @Vambran  

I've played almost 10 sandbox games and have not seen this transport your talking about. 

Is that in the short story mode?

---Cipher---
---Cipher---

Great game, I recommend it even though I get my arse kicked a lot...

pathosfire
pathosfire

Going to have to pick this game up.  Been hearing good things.

sethfrost
sethfrost like.author.displayName like.author.displayName like.author.displayName like.author.displayName 4 Like

Kudos to Stardock for not having given up on that game and constantly patching and improving it.

In the old days, developers would make something (test it extensively - or not) and 2-3 patches did the rest after 6 months - all forgotten. 

These days, companies *release* alphas to the public and players can see the progress and even influence the direction via feedback. "Collaborative" development should be a new term in our vocabulary? 

This game was not meant to be an "alpha" nor a "beta" version, when it was released the first time around. It was a failure. But Stardock believed in it and did what is rare: rethink it. Improve it.

Sefrix
Sefrix ranger like.author.displayName like.author.displayName 2 Like

@sethfrost I've always loved Stardock since I read this interview. It says something if I've had it bookmarked all these years. http://www.shacknews.com/article/54611/stardock-interview-part-1-brad

Adavanter
Adavanter like.author.displayName 1 Like

@Sefrix @sethfrost

That is so insanely relevant right now it?s scary. How most people buy a console game because it just works and doesn?t require an internet connection. Wow. Just wow.

Great read. Thanks for keeping that Sefrix!

Sefrix
Sefrix ranger

@Adavanter Hey no problem :) Every few years something comes up like that and it's amazing (and sad) how relevant it still is.

Zloth2
Zloth2 like.author.displayName like.author.displayName 2 Like

@sethfrost Stardock does that.  Gal Civ kept improving year after year as well.

DM-Fan
DM-Fan like.author.displayName 1 Like

@Zloth2 
 Gal Civ 2 is one of the best, if not the best, strategic game I've ever played in my whole life. And I've seen a few of them during these twentyfive years spent playing games. Also, I totally agree about Stardock company and the same applies to Paradox (I love them).

Sefrix
Sefrix ranger

@DM-Fan I didn't play any games by Stardock for a while. My first ever was Cal Civ 2 and I was blown away. Such an amazing game from an awesome company.

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