I have already played several games with the beta (0.75) and would like to share my overall opinion on the current product. Even though I will heavily criticize the current state of the game, I hope that this will be taken as a constructive criticism aimed at improving the game. I would not even bother to write this otherwise.I'm not going to speak about bugs, which will certainly be reported by others, but on a general feeling of the game. Read this as a preview.In an attempt to make myself clear, I'll review separately different aspects of the game, then make an overall assessment. I will also refer to predecessors of Fallen Enchantress, and in particular Master of Magic (refered later to as MoM) which is the reference for those of us old enough to have played it and War of Magic (WoM) on which FE was built. Other games of reference could include Age of Wonder or Dominion, but my memory of these games is not as clear to reference them.It must also be clear that I've never been able to get past season 350. I've always finished the game before that date, usually much before (as soon as 200 even on hard). This means that I have no knowledge of late techs and late buildings because they could never enter play, beeing too expensive to research. I have also not explored several parts of the game, such as strategic spells ; these were never needed, and considering their awfull cost, these were never cast... I don't know many spells ; I mostly used growth, shrink, fireball, blizzard, burning hands, flame arrow, but I've read all of them (at least those which I could put my hands on, which is likely all.) : I've played Kingdom, never Empire.1) THE MAPThe graphics are not top notch but quite acceptable. FE creates interesting maps, with a feature not seen before : special areas (marshes, deserts...) where lots of adventures can happen to those who dare to go inside. The idea is quite good. Rivers make an appearance for interesting boosts (special buildings, more production.)One thing that has carried over from WoM is the inability to control how roads are layed down and the fact that said roads are almost invisible on the map.The map also features intriguing rifts, wich are seemingly yet unusued. I just hope that these will more or less be equivalent to the gates that were found in MoM which led to another realm ; the existence of that second realm in MoM was a great strategic addition, because it allowed fast travel (through enchanted roads) and as long as it was not tamed, it was a constant danger as armies could just pop out from one gate at any unexpected moment.On the map, several features can be seen : treasures that can just be picked up, special locations for quests, heroes for hire etc.I have a problem with those special quest locations which one cannot enter until some specific level of research has been reached. It just doesn't make sense. Either a specific area is somehow locked and some research has to be done to unlock that specific place ; or one can enter any place an face it's dangers. The current scheme where a specific tech level unlocks all special quest locations of a given level doesn't feel good ; going that path, it would be much better that such research could reveal secret quest locations, not previously shown on the map. That tech could be researched repetitively for new secret quest locations (the closest one would likely be discovered, in preference to those on the other side of the earth!) These secret quest locations could also regularly spit out monsters, and thus bring uncertainties to an otherwise apparently safe realm.I have other problems with heroes, which are just waiting on the map. First, they also sufffer from the fact that they can only be convinced to join your ranks for money (so not one single hero comes for the good cause), and only when you have reached some specific tech level. That doesn't make sense at all. When my group of 6 level 15+ heroes reaches a lone level 5 hero who just refuses to join them, I want to laugh. I'll speak about that in the next paragraph.There is one special feature on the map that's clearly unused : the seas! I've yet to find a way to build boats and travel the seas, but have found none.Overall 0: +2 for the special areas, -1 for the lack of control on building roads, -1 for lack of sea travel.2) HEROESHeroes in FE are recruited from the map. They wait you in specific places and you have to have them money for them to serve you. While that's mostly okay, I have some remarks:Some heroes should want to join for free. Just to stand on the side of their cause.Tech level has nothing to do with a hero wanting or not to join your side ; as said before, when my level 20 sovereign is refused by a level 5 guy, I just think: doh! too bad for him. Recruitment should be done on the basis of the sovereign level. More money asked if the sovereign is of a too low level, less if he is high level. I'd say something like 150% * (hero level / sovereign level). This would prevent early hiring of high level heroes", but prevent ridiculous refusals later.Heroes also only come as map features. Supposing you're not adventurous and want to build a powerfull but small kingdom, or more likely if the starting area is bad (locked between neighbours for exemple), you'll doomed to having but two or three of them. This doesn't feel okay. In WoM, heroes were plenty (you just did not know what to do with them) ; now, the reverse might happen. MoM dealt with that problem by using magic (you could call a hero) ; that did not come cheap, but it was very helpfull at times. Something of the like should exist. It might be done through research (you learn of some powerful individual), or if my suggestion of secret quest location were retained, some of them could also shelter a hero. Possibly, heroes could also come out of nowhere and offer their services.Heroes in FE are much better done than in WoM ; still, there is much room for improvement.First of all, heroes end up beeing more or less copies from each other. This is due to the fact that their paths are not separate enough and most of them start with some magic knowledge. This is also due to the unbalance that exists between might and magic ; I'll deal with that later.I think that the current hero system would benefit from several improvements which can be derived from what currently exists. First of all, heroes should be stuck with but a max of two paths (I've had heroes with all five paths...) just so that the mages tend to stay mages and the fighters, well, fighters. No hero should start with any magic knowledge, except those with the magic path (3 schools if primary path, one if secondary path.) ; that's logical since magic is supposedly rare (but powerful) in the FE world.
It should be clear for the player what the advantages of each paths are, and in particular which upgrades a hero could get from each one.In combat, heroes who fall should be maimed (if their side is victorious), or killed (if their side loses) ; a maimed hero could be healed (life magic) ; a killed hero could be resurrected (life magic) or raised as undead (death magic) with undead advantantages and weaknesses.I find that groups of heroes are too powerful in FE (they were too in WoM.) ; still, it's not unlikely to lose one in some fights, so the previous change might be all that is needed to keep such groups in check.Then, somehow, it feels bad that a hero killing a unit gets 100xp and that 6 heroes killing the same unit each get 100xp. Meaning, the more units one stacks, the more overall XP one gets. Something has to be done on that side. However, handing XP on the basis of damage dealt is unfair to support units ; handing XP on the basis on death blow is unfair to the other units (and may yield unsavory end of battle tricks.) The best might be to simply share the XP (and maybe increase the overall amount of XP handed.) Still, this has drawbacks too (one will want to master solo combat to increase one unit XP.) Perhaps best is an hybrid : give XP to two heroes (if present) AND any armies with them (if you go with only heroes, you lose the free XP your armies could get) ; if more than two heroes, share 2xXP between the heroes.Overall 1: +2 for the way heroes level up, -1 for the lack of specialisation.3) MAGICLets say it ; while all the elements are in place for a truly great experience, the binding is not there and the magic system is still a huge failure. The problems are manyfold and entwined, and difficult to plainly lay out.My feeling is that magic is not artillery but that an army that fails to use magic will be significantly inferior to one that does. Outside combat, magic should be able to boost diverse aspects ; boost city production, growth or economy. Change and heal/blast the land.a) SpellsMagic in FE has almost the same problems it had with WoM.
As it stands now, magic is both useless (in usual situations) and a game breaker (in large combats.)That may be what the designer have in mind, but I believe that it doesn't yield the best possible experience.Take Blizzard or Fireball ; provided you have a reasonable mage in your army, these spells will devastate an enemy army, except the most powerful opponents. This will cost you a reasonable amount of mana. On the other hand, a spell like regenerate will bring little to help you, at the cost of one precious mana per turn.Furthermore, spells don't even now have to be individually researched (which led to choices), but they come "magically". This feature has the additional drawback that since the player doesn't individually pick the spells he researches, he doesn't really know them.So what do I feel is missing ? Going back to MoM, what are the differences :
The result is that mages in FE are heavy artillery and nothing more. Not bad, but could be better.b ) MagesMages suffer from a significant problem ; their main statistic (Intelligence) does'nt seem to have any significant effect. Compare this to a fighter, where you know why you want more strength... Actually, some of my mages have as little as 7 and are quite deadly... Why bother ?Better have a "mage" which can cast fireball and also boost a strength of 25...c) ManaMana comes at a very slow rate. Mana can also be spent at leasure which means that you can store all of it the relinquish it as much as needed in a difficult fight.The first problem eventually prevents an enchant only tactic (which was viable in MoM) : you'll never be making enough mana to keep your enchantments.The second problem means that any big fight can be won with magic (i.e. heroes) provided you have competent mages (which usually is the case.) ; furthermore, beeing able to cast whatever you need lowers the value of precast spells (enchantments.)d) So what ?I'd like mana to be rare at the start of the game ; but I'd like to be able to build improvements that increase the mana regen rate. I'd like casters to be limited in the amount of mana they can use during one combat. I'd like spells to be researched individually. I'd like mages to rely more on their stats. I'd like magic not to be artillery.
e) Other problemsIn MoM, magic nodes were what Shards are in FE ; but in MoM there were comparatively more nodes, and nodes had to be conquered. I do not see why this would not be the same in FE ; air nodes could be defended with loads of air creatures etc. An unconquered node is a liability, which regularly spills out armies of nasties. You want it in your territory, but as long as it is untamed, it is a danger and keeps you on your toes... It worked well in MoM. Why not in FE ? And more nodes would alleviate the problem of mana regen rate.The +50% damage boost that mages can get on level up should be changed to a +50% efficiency on all spells, so that a life mage could cast powerfull heals, or that army boosts that increase dodge (for exemple) get a benefit too. The current benefit only increases the value of the mage as artillery.BTW, I've never ever seen a life node, even though I've seen many death nodes...Overall -2: +1 for a good variety of spells (but far from MoM), -3 for a generaly broken system4) CITY BUILDING / ECONOMICSI like the way cities are built in FE, although I'm ambivalent about the "snake" tactics by which one stretches cities along it's roads to shorten the time of travel between them. Still, I find this rather positive, if somewhat unreal. However, city improvements are bland in FE (they were too in WoM), in that they usually just stack new stats on the existing city.To be clearer, I'll go back to MoM ; there, if you built a temple, you'd get access to a new unit called priests, with it's own set of abilities (in addition to the standard effects of the temple, namely more mana an reduced unrest). This would happen for many buildings. In FE, it doesn't even happen once... You can even build docks, but cannot build boats...It disturbs me that the city that I just made and augmented with some producing buildings, not even commercially connected, can build the latest units I have researched ; some units should only be produced in the cities that can produce them considering it's buildings.On the purely economic side, I have a problem with caravans (which cities am I still allowed to connect ?)I also have a global problem with money ; well actually I don't (plying mostly with heroes), but I would if I did build real armies ; the upkeep cost is too steep, and with a full grown empire (10+ cities fully developped and caravans running), I can hardly keep more than 15 units without running in the red. The AI blatantly cheats there (at least on hard), seeing that it can keep full garrison in all of it's cities...Then I have a problem with conquered cities. I can accept that when, as a kingdom, I conquer another kingdom city, I can keep it more or less easily. It goes one step beyond in my imagination that the conquest went without destructions (I keep all buildings.) It goes two steps beyond when I can do the same with an empire city, which seemingly converts easily to the joys of beeing kingdom...Overall 0: +1 for the way cities level up, +1 for the way they expand, -1 for bland buildings, -1 for missing features (religion, economics, magic)5) UNITSJust like cities, standard units are mostly bland. We have classic archers, mounted troops, footmen. And that's pretty all. Granted I can customize them and build a great variety of human troops. But what is severely lacking is the fantasy side, except enchanted equipment which we have.Coming back to MoM, I can have paladins (need a cathedral, get some special combat features and protections), archmages (need a magic academy, cast a spell then magic ranged attack similar to flame blast), griffin riders (don't remember requirements) and some others I forget. That's for the humans. But there are the orcs, elves, dark elves, draconians, dwarves etc... Each one coming with it's fantasy troop and each troop beeing quite unique (especially the highest tier) ; I remember nursing black elves (despite high unrest rate due to racial differences) just to get those pesky nightmares, fast flying mounted cavalry with nasty ranged magic attacks and good close combat ratings... Well, I just see nothing of the sort here (except for the specific military buildings which give generic military advantages)! Or if it is there, it is so well hidden that one doesn't see it.So, while most of the mecanic is there, the flavor is not. I know that orcs, elves, dwarves etc have been overused. But what we have currently in FE doesn't really make for a worthwhile replacement and doesn't yet vividly capture a fantasy setting.The game should consider going one step beyond piting humans vs humans. After all, we already have the dragons, the orgres and the trolls in the game... The rifts that we see in the map could have brought lots of other things, including non human races!The game should also consider to include combat support unit, such as priests (for healing or buffs), or mages (for damage or bufs or debufs.) As of now, we only have various way for direct attacks.As an aside, I also have a problem with the (large) amount of XP given by monster encounters as compared to human/heroes encounters. That may be on purpose (discourage fights between humans) but I'm unsure.Overall 0: +3 for the customization, -1 for the failure to capture the fantastic side (races, magical units), -1 for the failure to have specific abilities attached to buildings, -1 for the lack of any support unit (beyond heroes)6) COMBATWhen I compare this version of FE to the original WoM, there is no question that the cobat mecanism has seen a large overhaul. It mostly works well and I see little to say. Left without magic, heroes can even be in trouble to simple troops such as spearmen and archers.Still, I believe that ranged units are too powerful and should account for some realities.They should have a limited range (this doesn't seem to be the case, though I'm not quite sure) ; a good limit should be 3 for short bow and 4 for long bow. An alternative would be to severely decrease accuracy on the range (a unit at range 6+ should be effectively immune). This is important for two reasons:
In addition, ranged units firing behind a hill (there seem to be hills on the tactical map), friendly or enemy troops should get severe penalties. If positionned on a hill, it would not suffer these penalties and gain +1 range.One other thing that has been missing even from WoM are flying units. These fantasy units bring a lot to tactical combat because a flying unit cannot be attacked unless by ranged attacks. However, bringing such units in the game has the incidence that a fight can end in a draw (if the flying unit refuses the fight), which I'm unsure the game supports now.
More generally, a lot of things are missing that could easily have been carried over from MoM, such as special combat abilities : flying, first strike, negate first strike, undead capabilities, uncorporeal opponents, shadow strikes, burrower, and I certainly miss others. All of these give a feel of rock/scisor/paper to the tactical action, whereas we are just stuck with the basic attack/defense/hit point combo. In FE, tactical combat is limited to I strike/you strike. Granted, initiative brings some interesting elements, which one can play with using spells such as haste or slow ; but so much is missing! I recall for exemple some fights which I would avoid against basic troops made of illusionnary warriors, even with seasonned heroes, just because these opponents had a bad habit of bypassing all normal defenses... Here, ranged combat saved the day.
Also, the lack of these elements also limits the magical system : abilities that exist in the tactical combat can be carried to a variety of spell. There is a symbiotic enrichment that is sorely missing.Overall -1: +2 system working well, -3 limited tactical system7) INTERFACEThe general interface of the game works well as long as one has few units/cities. At some point, the lists exceed the screen capacity and checking becomes tedious.An easy improvement would be to be able to have some of the unit disappear from the list:
In addition, the game should automatically prompt me for idle units/cities. More than once I have discovered a city building nothing or units patiently waiting that I gave them orders.For cities, I feel I am lacking important information. Maybe I have it, but it doesn't clearly show up.
Typically, what one can see in most games of this kind (icons showing the base output, big icons for tens, red icons for lost to unrest etc.) works well: it's visual and instantly captured, as opposed to reading figures in a list.The same can be said for units : a graphic depiction of it's abilities (attack, hits etc) is visually more appealing than raw figures.Overall -1 : +1 for immediate access to most information, -1 for big lists, -1 for city/unit info8) RESUMEEven though many changes have been made, the game still has the look and feel of WoM. The best surprise I had was the special map areas : these give some personality to the game, and when I start a new game, I hope to be close to one of them. I also like how heroes evolve, even though there is room for improvement. The rest of the game still looks somewhat bland, and the magic system is still severely broken. The interface is adequate, no more. As it stands now, I would not recommend the game and do not yet consider it a worthy successor for Master of Magic.
Still, a lot of things are present in the game that only ask to be put and balanced together to make it a great experience.
This is a brilliant post and I agree with every point. I think what it highlights is that this is shaping up to be a good game, but it currently lacks depth of choice. It allows us to make shallow choices, but a lot of us see that with the option of deeper choice this could be a truly great game.
I know what I mean. I hope I expressed that successfully...
@moi-meme While you make a lot of interesting points, your rating system seems abritrary and just an attempt to drop some zeroes on the game.
Also it doesn't seem like you have actually played much of the game. Did you know you can only get 'Gentle Rain' an enchantment that improves the food by 20% with wind/water? Contagnation requires death and wind.. there are several other spells like this, and it is likely just a start. You mention your cities at 'late' game are hurting economically.. how? What exactly do you consider late game? At around the middle of the civ tech most of my cities produce net of 20-30 gold. That is near enough to maintain a full army by themselves.
Even if some of the monetary levels of cities are out of touch, this is an easily adjustable value. If there aren't enough spells or units in the game, these are also easily adjustable. Heroes are too powerful, units aren't strong enough? This can be fixed. Tactical battles aren't interesting enough? Adjust move speeds, place obstacles.. Don't assume that lacking features or balance issues in a beta describe a poor game.
That said.. I am dissapointed that froboy has indicated there won't be any major changes. The tech tree really needs an overhaul, or complete removal to make the empire building aspect of this game entertaining. There are probably other aspects of the game that require more than just 'soft touches'. Of course.. he didn't specify what 'major' meant..
I strongly disagree with this. To even remotely "feel" like you suggest, quests shouldn't be unlockable with a single tech. For instance, a quest giver might evaluate my power and capability, considering my OVERALL "rank", and decide if I'm capable of handling the matter. A specific "5th_level_quests_unlocking_tech" continues to make no sense. I could have researched ONLY that tech and have NO power at all, and still get to do an epic level quest (actually, ALL of them!) because of that obscure tech? It makes no sense. What does that tech DO, exactly?
I agree. While nobody denies the HUGE improvement of WoM, there are still flaws, some of which are major ones and/or lie on the design level. A good part of those were present even in WoM and people have been complaining about them since. Just read through some of the posts in the forums now that people have had the time to get into the game a little deeper. I understand at this point they might have to say "it's too late for major changes now", but if they are aiming for a stellar reception they should be ready even for a major overhaul everywhere that's needed. Otherwise it'll likely become a good game eventually (and I'm considering the effect of mods) but nothing more.
Yes, it certainly is arbitrary. It is only meant to give a indication of my feeling of what is good and what is bad.
It is as arbitrary as any review you can read in any paper or internet review. Currently, I'd give the game an 8/20. As long as it is not out, it still has a potential of 20/20 provided most of the negatices are addressed.
I have played at least 5 full games. However, as I indicated, none of them go further than ~300 seasons, at which point I win the game. I just cannot play the game and restrain myself just for the sake of playing longer games. The current system is so flawed that games cannot last longer. I'm now playing 0.77 ; heroes have become absolutely scarce and horribly expensive. It so happens that I only have my sovereign and one hero. I'm still rampaging with both and no opposition can stand... I don't remember the season, likely 120 or such ; they are level 20+. I lost three or 4 spearmen at the start to help them get on their feet ; so what ? The basic problem has not been addressed ; it lies much deeper than cosmetic changes.
I attempted to hire a new heroe ; he costs 1390 while I only have 1200. But really, I don't need him...
Enchantments are a no-no currently, given the poor mana restoration rate. The return rate of that 20% is not enough compared to the cost in mana.
Now, I'm not saying that current spells are not interesting : they are. Simply, the system makes them not worth the drain. I'm much better having a bit more mana and casting heavy artillery spells : this wins the game 100% of the time.
My late games are around season 250. There is just not enough money at this stage for serious garrisons. I was running a surplus of 60/turn with no garrisons and a large 10+ well developped cities kingdom (all buildings for the current civic level, research evenly spread between all three trees). This means about 30 units garrison, or 3 per city. The AI kept far more than that. But one thing I am missing is the maintenance cost of units. Do they all cost the same (2/turn), or are there differences ? It's not obvious to know that, especially when you select a troop for building ; this is a part of one of the major interface flaw.
You're right ; but that's only the visible part of the iceberg. The current system is bland. That's just a plain fact. And it's not going to change with only cosmetic adjustement with existing values.
I modified my post. Read again the tactical part. Lots are missing. The current game is barely more than a polished version of WoM. They had more than one year to make choices that I don't see yet. This frightens me. Look ; you take MoM and dissect the troops abilities. Then you take Magic The Gathering (card game) and dissect the troops abilities ; you take the other reference games I indicated and do the same : you now have a good base of tactical possibilities ; you may be picky and not take everything. But this step seems to have been skipped and we just get nothing!
I did not see that.
So this means this game will again be a huge disappointment. Because really much is missing. And what is missing is certainly withing reach.
Too bad.
Yves
Just one question to any who reads this:
Whom among you did actually play Master of Magic ?
Those who didn't should give it a shot, even though it's graphics/interface are absolutely outdated. It gives a good hindsight of what FE should be.
I played MoM. I still play MoM. I don't think that I have had a PC that has not had it permanently installed on since it came out. Call me a nerdy douche, but I'm at this minute installing it on my laptop as I prepare to go overseas for two weeks...
Regardless of it's age and horribly dated graphics it entertains like no other game of it's type has since. And it gives us lots and lots of interesting choices to make that are almost always trade-offs in some way.
Hint hint....
If you really feel that then I must tell you, with all due respect, that (most probably?) this isn't the game for you.
I simply don't see them adding the whole Warhammer Fantasy system to the tactical battles. I don't see them adding the whole Sim City system to the city building aspect. I don't see them adding Baldur's Gate 2 system to the whole Champion/Quests systems. I don't see them adding Google Maps to the strategic map portion of the game.
There are lots of things to improve/tweak/correct/change but being 0.77, I don't see them throwing away whole systems to redo them from scratch when FE is already a game that will surprise me if they make any money with it (one of the negative things being the so many free copies of it). Considering Stardock's commitment, that could only happen if they were to truly believe that there is something so awfully wrong that they need to "rollback". And maybe that believe can come from a group of players in campaign to make them believe it. But unless that unlikely scenario happens, I'll have to refer to my first sentence on this post.
imho
I'd like to write my own post, but I'm afraid that if we all go mad, the Beta Help will lose focus so I'll throw my weight behind this post. Which was very well written. In particular the argument against heroes vs units which I've seen played out. I would love to have a few armies with a hero commanding each but honestly. I can't afford an army, even a low level crap one. Well one, but no more than that?
Gav
Me thinks some people are too full of themselves.
In the poll, https://www.elementalgame.com/journals, nearly everyone has rated the beta good to great. Yet, reading this..thread..you would think the game was in dire straits. What are the developers supposed to think?
I would rate the current beta as good. There's a lot to do especially in balance and AI. A lot of the criticisms posted here would apply equally to Civilization IV.
The OP has some very interesting and good points. But others are just venting their spleens. If you want to make this game better than why not make suggestions about this game rather than pretend that in some alternative universe they're going to scrap what they have and turn it into some totally different game that, frankly, sounds like a tedious slog to me.
I was unaware this poll even existed! People from the forums better get their butts over there quick!
And just fyi not all enchantments are worthless. Many city enchancing spells are worth the cost, especially since combat magic is often free. It's unit enhancing spell costs that are senseless. A larger mana income would allow more varied enchantment maintenance fees. As I said you made some interesting points. I just don't see the state of the beta being as hopeless as you portray.
Well, there are basic facts that you cannot avoid.
The first is that, taken in an limbo of games, this game is not bad.If I had never played games of the like, then I'd say, yeah, well done! Good ideas.
Sore think is that there is a Reference in this kind of games, and like it or not, all decent reviewers will use that Reference to measure the game. The Reference is called Master of Magic. And unfortunately, FE really pales in tactical and strategic choices, as well as in game balance when you compare it to the Reference. It is much better on the graphic side and map layout and unit customization, but that's pretty all.
The result is that the reviews for this game will be bad, because it doesn't even approach the game of Reference!
I'd like this game to be as good as the Reference, to which it should add it's own ideas, of which there are many that the designers should be proud of : unit customization, different research trees, map with special areas that you can liberate, cities which you can morph...
In all honesty, all these ideas which work well are absolutely brilliant, but lost in a poor overall design.
Now, if the designers would go back to the drawing board, admit that trying to invent their own fantasy concept is doomed to fail when there is one archetype that everybody wants to stick to, admit that some basic concepts are missing (most notably in the tactical side), and then rebuild a system on the basis of what they already have...
Even if they do only half of this, then the game could be a great success.
I think that's the problem, we all know Stardock aquired (or tried to aquire I can't remember) the rights to make Master of Magic II. And decided to ditch that and make a game in the same spirit. Problem is we are I think all expecting an unofficial Master of Magic II. Everyone. Brad and everyone at Stardock are trying to do just that, whilst at the same time trying to be original enough to not actually be MoM II. But what everyone wants is just that. I think there has to be compromise and following the suggestions laid out in this post is a good way of having your cake and eating it.
Ya Beta's not bad for a beta and i wouldn't really be worried if id never watched WOM fail so hard and had such high expectations for it. Plus as it is now even with more content, better AI and expanding elements like dmg resistance and monster abilities, FE would just be a medicore turn based game. Par for the course. I'd probably spend less time playing it then i've done playing Heroes of Wesnoth, nevermind great games like HOMM, MoM and Civ.
My vote was "fair". Which, if you consider that I quickly deemed WoM "beyond fixing" (as it proved to be), is a pretty HUGE leap forward.
FE is nicely presented, it looks good, its interface is light-years beyond WoM's, and many cool ideas, items and mechanics are in... people -including me- reacted well, and rightly so. But as you have noticed, things have cooled down a bit in the last few days. People have had time to get a little deeper into the game and a few issues have begun to surface. Many are trivial problems, entirely to be expected of course... but a few of them cause greater concern, as they seem rather structural and also feel a lot like the issues that plagued WoM.
This time, the issues are well within fixing range I think... but much depends on how much energy and time the team is willing to pour into this game, and how ready they are to radically rethink mechanics that still don't work at all.
We'll just have to wait and see. I hope the mysterious new features promised by Brad will start to address some of the things that have been widely discussed.
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