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Title: Driftland: The Magic Revival
Genre: Indie, Simulation, Strategy
Developer:
Star Drifters
Publisher:
Star Drifters
Release Date: 18 Apr, 2019
Minimum:
English,Polish,French,German,Russian,Simplified Chinese
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It's a little slow - the games have a pretty decent duration and the start's usually a little dull - and it's very swingy. Early advantages I think are very powerful. Still it's pretty fun!. The good
+Empire building requires balancing of different resources.
+The setting is taken advantage of in full by the gameplay, which is far more than I can say for many games.
+Mounts and flying machines give your heroes a way around the limitations the islands impose on the heroes.
+The indirect control method is useful for setting up a cue of islands to look for resources.
The bad
-Does not do enough to justify the "indirect control" method for the heroes. They don't have enough personal agency for it to work right.
-Basic attack flags are surprisingly effective at attracting heroes. A retreating hero with ~5% health will be overcome with greed for a pathetic ten gold if one is put next to them.
-The AI has some interesting habits, at least on medium. If you have a large number of islands that are owned, and somewhat away from your main empire, the AI will feel compelled to try to raid these empty islands.
If you want an RTS that is more focused on empire building, and has some 4x elements, I would recommend it. The desperate grab for resources for an always expanding, always needing more empire reminds me a bit of Distant Worlds. The indirect control of heroes is something I don't like. They don't have enough personal agency for me to think it is justified.. Impressive macro-RTS that manages to integrate lots of separately interesting features, like joining islands across maps, hero skill trees, and camp-pitching\/raids.
You have to be on board with a few features before you will really enjoy this game: not having effective control over individual units, and emphasis on planning via island hopping and resource management seem like the main buy-ins. Heroes are produced in three main kinds and rally around different kinds of flags you place, including attack and raid. Tutorials are not great and I've hit a few bugs, but manageable in this area. Races are different but presenting the differences with more impact for the player would increase replay value (maybe adding more differentiation as well). A couple frustrating points are, difficulty of targeting units with spells, and heroes getting killed by automatically dividing themselves up inefficiently.
Nice graphics, atmosphere, and concepts in this game, allowing you to really get into it. As wild elves come out and more bugs are squashed, the potential here is pretty great.. Solid RTS with hints of Majesty and an island-kingdom land system that actually works.. I picked this game up the day it was put into EA because of my love of Majesty. Years later, this game is not majesty; it's a food\/coin collecting simulator. You will spend most of your time building more cottages to have adequate gold, building more farms to support them, and then building more cottages to handle the upkeep on your farms, which require more farms to feed them... in a horrible gameplay loop. I'm obviously exaggerating somewhat, but only somewhat. They took the joy of majesty and turned it into a mobile game. At least it's reinforced the lesson I've learned through most EA products that you should never, ever, under any circumstance, purchase a game in EA.
Patch 1.2.8 notes:
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