21.2 hours played
Written 11 days ago
I'm gonna give the game a soft thumbs up. It's certainly worth the on-sale price I got it for, but maybe not the full price. that likely depends on you. I'm a bit of a sucker for Lords of Magic nostalgia and this kinda scratched the itch. oh and FYI, the "coop" is just taking turns in the same seat. You can stream and give mouse/keyboard control via steam, but still, you'll never both play at the same time.
To start, I'm reviewing now because I'm likely putting the game down after about 20 hours, and I think the game's not too far off the mark. ftr I did about half the mini-battles and played 3 games, the last of which was on hardcore+. I don't have the DLC.
I'll cover available content, gameplay, and depth.
The available content is technically pretty wide. It's a sandbox 4X for the most part, and there are a lot of levers to pull, and a LOT of factions, and a lot of different starting heroes to pick from. The factions all have their own units, and a couple unique buildings that result in slightly different play styles. It seems like there are some (mostly?) unique skills to each faction's heroes as well, which in the base case scenario gives you a cool spell to play around with that you won't have in other games.
As for gameplay, if you love that "just one more turn" feedback loop you get in most 4X games, this game won't disappoint. Of the 20 hours I spent playing, at least 12 of those were well past my bedtime. I do have some qualms with the combat. It's mostly auto-battle chaos, but you can cast spells and give move commands. You can't give attack commands, attack move, stop commands, etc, so the control is really limited. Just move commands. Spells do give you something to do though, so it's not all bad. I would love to have some more commands, and possibly some better AI. I'm also somewhat perplexed by caster units, and I'm never quite sure what they do. Some better labeling or tool-tipping of their spells would be nice. At some point battles become a little bit of a chore though for sure.
As for depth, I feel like there's too little inter-connectivity between systems. Hero's Hour's decision-trees include: skills, character gear, unit selection, build order, and town perks. The issue IMO is that the systems that are in place don't interact with one another very much. There are some exceptions, like skills that revolve around your own units dying will want to have an infirmary to back them up. so some buildings will synergize with some skills, etc, but the reality is that you always get every building eventually, so that depth doesn't last through the game.
Among heroes' skill clusters, you usually just pick 2 clusters, and there's usually not a ton of synergy involved. You don't typically get to pick your gear so much as it's picked for you. Unit selection is mostly unimportant as long as you pick the good ones and not the bad ones and diversify a little. Small bonus if you pick a hero's proficient unit, but Proficiency seems to be a pretty small bonus anyway. Build order is more dependent on the map and income than anything else. Town perks can affect your build order and unit selection which is cool, but not hugely impactful in the long run.