Posts Tagged ‘Elemental: Fallen Enchantress’

Elemental: Fallen Enchantress: Legendary Heroes: May

Leggy Heroes more like, amirite? Phwoar, check out the pantaloons on that eh, lads?
Last year’s sequel-cum-remake* Fallen Enchantress went some way to redeeming the troubled launch of Stardock’s Elemental, but Adam still came out of it thinking that “Elemental feels like it’s a few steps sideways from where I’d like it to be.” The journey to make Elemental the strategy-roleplaying accomplishment we’d always isn’t over, however – next month sees the release of expandelion Legendary Heroes.
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Wot I Think: Elemental – Fallen Enchantress

Fallen Enchantress is a role-playing strategy game, a sometimes perplexing concoction, but much easier on the spirit than its predecessor. I’ve created wizards, warriors, rangers and the ugly one from the world’s greatest goth boyband, and eventually I even managed to build a few cities as well. Here’s wot I think.

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Impressions: Elemental – Fallen Enchantress Beta

It wouldn’t be fair to look at Fallen Enchantress as simply an apology for a broken game, even though it is fulfilling that role to an extent after War of Magic collapsed onto hard drives around the world. Oops, said Stardock, if you bought that, have the next one on us (although it’s still possible to buy War of Magic for $39.95) . However, they also hired Derek “Fall From Heaven” Paxton, so this is as much what he did next as what happened to Elemental next. I’ve been poking at the beta.

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War (Of Magic) Is Over: Fallen Enchantress

War bears were always one of my first summons in Master of Magic. Can cave bears be tamed and made warlike?

I only played Elemental: War of Magic around a week after it was released so I’m not going to comment on how patches have or haven’t improved the game, but the release of Fallen Enchantress, the standalone sequel/apology is certainly something that interests me. A great deal actually. Along with Warlock: Master of the Arcane, there are now two delightful fantastical beauties vying for my strategic attentions, their turn-based ruminations inspiring powerful ponderlust. If you bought War of Magic in 2010 you can download the beta of Fallen Enchantress now and will receive the final release for free. Waited ’til 2011 to buy War of Magic? You may still be eligible for a discount. Check here and if you’ve forgotten your login details, the email address you registered with should retrieve what’s needed.
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A New Hope: Elemental Sequel In Action

http://www.youtube.com/watch?v=qWvOHT0zfXY

It’s been a little quiet on planet Stardock since the Elemental launch catastrophe and the divisive sale of Impulse to Gamestop, but they’ve quietly been staying true to their pledge to redeem their ambitious fantasy 4X game. Sequel Fallen Enchantress is now at alpha stage, and looking pretty delicious too mine hungry eye. Stardock boss Brad Wardell has just snuck out a video, with commentary, showing what they’re up to in this follow-up/reboot. The interface is much improved, the AI’s been overhauled, hopefully it’s a whole lot less buggy and… well, this entirely looks like my sort of thing. Meantime, I’m sniffing at Paradox’s Warlock, which does some vaguely similar stuff (but in a much more Civ-like way), so 2012 looks like a year for being spoiled for fantasy strategy choice.
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Spell It Out: Stardock On Fallen Enchantress


Last night I had a chat with Stardock’s Derek Paxton, the man responsible for making sure the production of Fallen Enchantress – the follow-up expandalone to Elemental: War Of Magic – goes smoothly. Read on below for what he had to say about the upcoming game and the issues surrounding its creation.
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Fallen Enchantress Videos, Dedication

Problem worms? You need NEW Fallen Enchantress!
Stardock are running a video developer diary series detailing various aspects of the Elemental expansion, Fallen Enchantress. I’ve posted the first couple of these below, thanks to BluesNews. It’s looking good, and lead designer Derek Paxton has told Gamespot that UI changes will make this game far easier to get to grips with than its troubled parent game. This time around it also has a team better suited to getting an unbugged game out the door on time: “There are dedicated producers, designers, and a formalized production pipeline that we have borrowed from the enterprise software world. The design is focused, fixed (with some flexibility as we iterate and improve), and communicated to the team. Time is set aside for iteration (after we are feature complete) rather than still implementing critical features until release day.”

So that sounds good. The game looks like an improvement on the original, too.
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