

That may seem like weaksauce weakness at first, but combine that with the spellcasting system and suddenly you've got 2 squads of black minotaurs with VAMPIRIC AXES and immunity to ranged attacks, leveled up and specced for city attacks laying waste to your enemies defensive fortifications while your shamans constantly heal them to full health while you're waiting for your Apocalypse spell to finish charging. a single squad of units is a significant time and resource investment, which means you'll be handling a siege consisting of maybe 3-5 squads at any given time. For one thing, you can't stack units on the same tile. The developers took the combat system from Civilization 4 and 5 and made it actually fun and interesting.

Every battle, every personal campaign I have launched or fought, every one of them has felt like an epic siege. Because while combat is the sole focus of this game, it manages to be DAMN GOOD. I'm giving 3 points back due to the aforementioned "glorious war machine" thing. If you aren't currently attempting to murder the crap out of an opponent, stealing their land to add your glorious war machine, you're plotting how to. I suppose this was the developers way to try and foster a cut-throat mindset in the players, by attempting to make war an inevitability rather than something that can be avoided. Every so often a rival player will attempt to extort money or mana out of you, and your ONLY two responses are "WAR!" or to capitulate to their demands. I'm knocking 4 points off for the hideously bare bones diplomacy system. a resource advantage rather than making it play smarter. Making the game harder seems to just give the A.I. is sort of all over the place, no matter the difficulty. Graphics and art style manage to be both cartoonish AND badass, but nothing really unique or too interesting. Now, time for the breakdown, this score is based on a 10 point system: Presentation: 8. These worlds, are of course absolutely TEEMING with powerful monsters, to the point where they often overflow into the main map, so they aren't exactly something you can just claim unprepared.

These additional worlds provide unique or rare resource nodes as well as monster dens that, if destroyed, yield very powerful spells. These "worlds" are basically separate maps you can access via portals on the main starting map. The most interesting feature I found in this game, however, is the ability to allow for multiple "worlds" to exist in the maps you generate. Does anyone remember the combat in Civilization 4? Yeah, it was pretty tedious and annoying, wasn't it? Thankfully, Warlock: Master is a Does anyone remember the combat in Civilization 4? Yeah, it was pretty tedious and annoying, wasn't it? Thankfully, Warlock: Master is a civ-style turn based strategy game all ABOUT the combat! Gameplay revolves around the 4X style of gameplay (eXplore, eXpand, eXploit, eXterminate) and while the game RIGIDLY follows that formulae, the way it does so, combined with a friendly user interface, fantastic graphics and a variety of units with distinct appearances and situational modifiers allows for tons of replayability, completely nailing the "just one more turn" aspect of these civ-style games.
