SpaceSector.com has published their review of Fallen Enchantress, and give it an overall score of 8.7!

“I personally can’t wait to see what enhancements and features, both official and unofficial, will be coming in Fallen Enchantress’ future.”

Read the full review at SpaceSector.com.

http://www.spacesector.com/blog/2012/10/elemental-fallen-enchantress-review/


Comments
on Oct 29, 2012

I keep reading that the only way to mod the game is through XML (and the workshop). What about graphics? E:wom and FE are crazy easy to import 3d models into (relative to other games like Source games, or even other Havok games like Dow2), not to mention anyone with Gimp or Photoshop can edit a skin.png.

Otherwise, great review, although I think he misses the mark on the lack of depth in tactical mode since the focus is on strategy, not tactical.

on Oct 29, 2012

The bigger problem is when you inadvertently build a city or outpost near a monster den and either immediately, or after the city’s influence expands, you unleash these monsters by displacing them from their homes. Dragons, Slags, Elemental Lords, and Shrills can give you a run for your money early on, and even into the mid-game in the case of dragons. It is important to keep these monsters in mind whenever you expand and explore. Inevitably, you will eventually run into these harder monsters as you expand out from your starting area.

Ok now it's official, the current monster system is bad. Having those endgame monster come loose to wreck cities and hand you their unprotected lairs is silly random and frustrating. My biggest grief is how it makes monsters no real barrier to expansion, and how monsters have been nerfed to compensate. The game would pace so much better with a functioning monster system.Everything from ZoC on lairs, replacing wandering guardians with more spawned wanderers, having guardians prioritize ZoC sources, and having monsters not completely destroy cities but instead just do damage to them has been suggested. Choose one!

Late game is still a tedious chore. I really don’t like playing the late game.

Indeed. Hard to fix though. It would help if some monsters survived to threaten players, we had more in your face and interesting diplomacy, or there was more stuff to do late game like dungeons or real alternative victory conditions.

on Oct 29, 2012

Congratulations Stardock on a good review.  Well done.  Hopefully more people will get word and buy it.   If they weren't already in the know.  Or decide to give it a chance if they wrote off buying the first one.

 

on Oct 29, 2012

Oh, no! Fear the shrills my town is doomed...?

YOU built a town right near a dragons den then complained when he burned it down.

Clear the area before you settle there. Inadvertently indeed!

on Oct 29, 2012

DsRaider


 Having those endgame monster come loose to wreck cities and hand you their unprotected lairs is silly random and frustrating. My biggest grief is how it makes monsters no real barrier to expansion, and how monsters have been nerfed to compensate. The game would pace so much better with a functioning monster system.Everything from ZoC on lairs, replacing wandering guardians with more spawned wanderers, having guardians prioritize ZoC sources, and having monsters not completely destroy cities but instead just do damage to them has been suggested. Choose one!

i enjoy this game but yes, yes, and yes.  dear gods yes.  i've seen monsters "accumulate" followers so the whole group becomes stronger so I know it can be done.

I should also add "having cleared lairs open up some sweet tile yields" so you have a reason to kill those fell dragons.

 

sorry, didn't mean to derail the topic.  congrats on another great review.

on Oct 30, 2012

Am I the only one who thinks the end game is the best part of the game? The initial battle is frustrating for a non-war monger, but the ability to quest between wars helps immensely in the end game. The master quest was relatively well done and pretty fun as an alternative to conquering all. Also wars are nice in that you dont need to mop up the last guys, just ask them to surrender and gain a badass champion to boot.

on Oct 30, 2012

Martimus
Am I the only one who thinks the end game is the best part of the game? The initial battle is frustrating for a non-war monger, but the ability to quest between wars helps immensely in the end game. The master quest was relatively well done and pretty fun as an alternative to conquering all. Also wars are nice in that you dont need to mop up the last guys, just ask them to surrender and gain a badass champion to boot.

I think you make a pretty fair point, Martimus!  As TBS and 4X games go, the end-game (say, the final 3rd of Fallen Enchantress) is really not all that bad.  I wouldn't go so far as to say it is the best part of the game; however the more elaborate quests do provide some variety; and the opposing (AI-controlled) factions  usually  have the good grace to surrender at some point, short of brain-deadening, terminally-boring, total annilation.  That's a serious improvement over most TBS and 4X games !

Getting somewhat back on topic, I think this is a very credible review; and I think the 8.7 rating is pretty much dead on.  I only wish this review was one of the ones that composed the Metacritic score.   For those that are keeping score,          the Metacritic totals (professional reviews and player reviews) can be found at this link:

          http://www.metacritic.com/game/pc/elemental-fallen-enchantress 

on Oct 30, 2012

Heavenfall

Otherwise, great review, although I think he misses the mark on the lack of depth in tactical mode since the focus is on strategy, not tactical.

Well, just judging on the quality game time you spend on tactical battles you can set the game design focus in theory wherever you want but when the actual game plays so out that the player spends considerable time on a game subsystem that appears to be the unloved child in the overarching design, then something went wrong