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XGR.com has an interview with Andrey Emelyanenko, the project manager for Nival Interactive. Here's a snip:
You are "blending best of magic combat prompted by trade card games and strategic resource management" - what does that mean in terms of gameplay?
Etherlords is the first game to bring the fun of collectible card games into a PC turn-based strategy. Etherlords combat system is based on the same principle as those of collectible card games. It means that every action you make in combat takes on a new meaning in a combination of your other actions. Instead of waiting until you can afford the strongest unit in your army you can find multiple winning combinations of spells that will give you a wide range of effective battle tactics. Even at earlier stages of the game when you cannot yet buy costly spells, you have plentiful options to combine less powerful spells which nevertheless would give you a unique tactical advantage together and be even much more effective than more powerful spells alone. There are over 300 spells in the game which renders a number of possible winning combinations of spells practically unlimited. Primary advantages of such combat systems are its great tactical scope, freedom of choice for the player, and high replayability. Resource management options allow you to build your empire so as to provide your heroes with the spells you need. Your economy depends on seven basic resources that have different degrees of importance for different races and one universal resource, Ether. Ether can not be accumulated, which means that one Ether source will give you the same fixed amount of Ether per turn. The more Ether sources you manage to capture and control, the more powerful empire you can build and the more options you will have to win over the enemy. |
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