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Eurogamer has done an interview with with Nival's vice-president of marketing Alex Dmitrevsky. Here's a part of the nice article:
Although the combat system is certainly innovative and makes a welcome change for this rather stagnant genre, it didn't quite gel when we played a pre-beta version of the game earlier in the year. Battles were often very difficult, and the random drawing of spell cards meant that you could sometimes end up with a totally useless hand which could put you on your back foot for the rest of the fight.
"Of course, Etherlords spell system balance will be further improved", Alex assured us. "However, one of the most important skills that the player has to develop to battle through Etherlords successfully is to comprise a hero's spellbook in such a way that, whatever random selection of spells comes to his hand during one turn, there will always be something useful. Only such spellbooks can be considered as well-balanced and strong. Finally, battles against creatures are more often than not defensive by nature, although such tactics will not necessarily be justified in combat against enemy heroes."
The heroes also play a more passive role in Etherlords when it comes to combat, with the creatures that they summon doing all of the fighting and the heroes simply standing there to take the punishment. "The reason for that is the game's focus on multiple magical interactions; it would be unjustified to have just one plain option of physical attack in contrast to so many magical options", Alex explained. "We would have to implement as [many] varied opportunities for physical interaction between heroes, but this would be a totally different game and rather complex for the player, because it can be rather frustrating to have to keep so many combat factors in mind at the same time." | Source: Blues News |
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