Fallen Enchantress

Looks like Metacritic finally corrected the release date of FE. Yesterday it was incorrect and there were no reviews. User reviews are there now.
 
yeah, but since Kael designed FE I at least consider the possibility that it won't suck.
Even the original Elemental had it's good points. I liked the cloth map, for instance. And the german boardgame menu style.
I'm waiting for reviews. Preferably reviews not posted by the developers.
 
I would just like to say I'm really enjoying the game so far. Reminds me of heroes of might and magic but with the depth of gal civ.
 
It takes a while to scroll down past those my little brony comments.
 
I'm not impressed. I've had a few crashes, and really it is far too Elementalish. Just being like Elemental is enough to be considered crap.
 
I want to like this game, I really do. But to me the biggest problem is that I simply don’t find it fun to play. I have no incentive or inkling to continue plying it.

I still think it suffer the same flaw as its predecessor - the game tries to cover so much ground but doesn’t do any of it properly.
  • Tactical battles? I’ll compare it to Kings Bounty – there’s no comparison;
  • City building? I’ll compare it to CIV – there’s no comparison;
  • RPG elements? I’ll compare it to any recent RPG game – there’s no comparison.

I know everyone has a different definition of fun. To me half the fun is having different relevant choices (hence why I think FFH is the greatest game I’ve ever played) and feeling like something I have is growing/developing. In CiV (well at least the modded version) it feels I have different gameplay options. In Warlock, there that developing feeling in that expanding your empire will result in acquiring new resources which will ultimate help your troops. Here I just don’t feel like I have options or the one’s I do have are so trivial.

I just feel like the growth of my cities is so trivial. I know this might be intentional, but it feels like it takes ages to grow cities, and I don’t really have any options to help speed up their development other than mashing the enter button. For me personally the development of cities feels so linear and so slow. Honestly the city building/development seems so bland when compared to almost every game I know (warlock, civ, moo, imperialism, conquest of the new world, deadlock, etc.)

Then there’s the items. I question why some were even included in the game. Some of the gear you can collect is so trivial and the item interface so cumbersome it almost seems like an insult. At least take a leaf out of Warlock:MotA - I shouldn’t have to micromanage inventories over some trivial items. If I get something it should be worthwhile.

I know I have been pretty harsh on this game. It could simply be this is not the game for me. I know I’m also neglecting its modding potential, which is unfair since I rely on mods to make civ 5 playable (and thats not to say that one day in the future a mod will address all my concerns). But after following Elemental and now FE I really wanted to like this game. But I don’t :/

I’ll just go back to hoping for a FFH remake. Heck, I would even settle for an Imperialism remake…
 
I just feel like the growth of my cities is so trivial. I know this might be intentional, but it feels like it takes ages to grow cities,

what level are you talking about?
because if there was a problem in the beta it was cities growin TOO FAST so either they completely changed the pace or you miss some basic mechanics of cities

Then there’s the items. I question why some were even included in the game. Some of the gear you can collect is so trivial and the item interface so cumbersome it almost seems like an insult. At least take a leaf out of Warlock:MotA - I shouldn’t have to micromanage inventories over some trivial items. If I get something it should be worthwhile.

now it just seems you are playng another game, if there was a problem here again it was items being SO MUCH OVERPOWERED im kinda laughing at your comment man, it just make no sense (not talking about comparing to that incomplete beta that is warlock makes me wonder your judgement...)
 
I haven't played it, but here are some lore materials that in my opinion is of first class quality :

-------

The manual is linked below. Thanks to everyone who worked on putting it together an making it look great. Especially Toby Sarnelle, Kathleen Lane, Brian Clair, Leo Li and Nicole Gambrell.



http://stardock.cachefly.net/FE_manual.pdf



It's also worth checking out the Hiergamenon, a lorebook and history of the world of Elemental:http://www.elementalgame.com/hiergamenon



Enjoy,

Derek



edit: manual updated 10/23/2012

edit2: If you are looking for a 'slim' version of the manual, with increased performance on tablets and older computers, you can find one here:http://stardock.cachefly.net/FE_slim.pdf

edit3: If you're looking for a PDF version of the Hiergamenon, it's now available at:http://stardock.cachefly.net/FE_Hiergamenon.pdf
 
Bummed about the revelation at the owner's personality. It boggles the mind that these kind of people act sexist, verbally abusive, and discriminatory until one day they get called out to answer for their actions. Then all of a sudden they are the victim.

The owner should have invested in getting himself some Human Resources and Labor Law training. I'm sure at this point he is just blaming lawyers for his problems. Perhaps he will re-think his philosophy after he writes the settlement check.

The world has enough bigoted and chauvinist rich white guys. I'd prefer not to contribute to the problem. I do feel for the employees. Many likely look up to the guy as a role model for success, resulting in a misshapen and sad mental construct of what it takes to be successful in business. And many others likely endure his crass and odious antics in fearful silence, lest they lose their jobs and damage their careers. However, I would encourage those who are working for this guy to think about the reputation they will have once they try to move on. Owners like this create a hostile working environment and work culture, which invariably result in a stain on the resume when everything goes to s--t.
 
Ye-es… but that doesn't detract from the game's qualities, whatever they are (haven't got hold of a copy yet, stupid exams).
 
So, I finally used my Elemental bonus and got the game at a slight discount. Well, at least they had the decency to admit E:WoM wasn't their best release ever. :D

...anyway, I played the game a bit and must say it is really a large leap forward compared to Elemental. It still feels like there would be MUCH more stuff to add, but the gameplay experience is okay. I can certainly sense the Fall From Heaven Influence here - in a good way. I haven't yet managed to finish a game, but all in all it seems like a solid game for the 29$ I paid.

I like the way the "neutral" factions are handled. Unlike in Warlock, where you had to visit other planesvia portals, Fallen Enchantress manages to add these menaces right on the regular map. I played on beginner difficulty, so I guess monsters and AIs were much less aggressive. Even with my level 12 heroes and 3/4 of the tech tree done, there were still larger parts of the map that I didn't dare to explore any deeper. I wonder how large maps will turn out...

Another interesting and RPG-ish thing is the way the game handles your heroes: Should your sovereign be killed, he or she will teleport back to the capital in exchange for mana. If any other hero is "killed" in battle, the game considers him wounded and adds a permanent(?) random wound (lost and eye, broken nose, limping leg, etc.) with negative effects. Thats actually a cool way to be lenient AND to increase the immersion at the same time ("See that eye lad? Lost it when we defeated the ashen dragon in Turlia valley").

The map is also gorgeous (like it was in Elemental) and the addition of small icons for special sites was a really good thing. Bot clothmap and 3D map are well done. Just missing my CIV5 hexes a bit... :D
Also the map changes as your influence increases - in neat way to show that you have influence on the world itself: Land becomes fertile in kingdoms, wild forests turn into serene woods, badlands turn into grassland. You wouldn't even need any border display - the map visuals already show perfectly where your kingdom's influence is spreading. Empires seem to do the opposite an desecrate lands and turn them into purple and blue-ish wastelands.

However, I have to agree with a thing said above: City building is certainly not as complex or full of choises as in other CIV-like games. There are a few situations where you have to decide things (for example, when specializing the town, chosing the reward for the next town level - another great idea, btw - or try to grab a "wonder"), but most of the time, I just go material (= hammers) > food > gilden (commerce).

Combat is also a bit repetetive - no comparison to HoMM. But: With all the cool stuff you can find and all the skills you can learn, you really get a good feeling for the progression of your heroes. The troll that was a deadly enemy at level 2 with your crude bows and swords is only dangerous in a group against your level 8 heroes with their shiny artifacts.

All in all I think this game is not so much about creating a large empire. It is more about role-playing your struggle in a rough post-apocalyptic fantasy environment and slow step-by-step expansion as you recover old knowledge that had been lost. More about immersion and feeling than effective strategy and perfect turn planning.
 
Might find a copy tomorrow. Will ask around.
 
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