Driftland: The Magic Revival Demo is available here
After a devastating war between ancient mages, a powerful spell is all that holds together the shattered planet of Driftland. Faced with the destruction of their entire civilization and life on the planet, the warring factions called a truc...
Driftland: The Magic Revival Demo is available here
After a devastating war between ancient mages, a powerful spell is all that holds together the shattered planet of Driftland. Faced with the destruction of their entire civilization and life on the planet, the warring factions called a truce and tried to repair the damage – but it was already too late. By using all their remaining magic to cast a powerful spell, they managed to keep their world in relative balance.
Many dark ages passed, but when all seemed lost, a ray of hope emerged once more: new sources of magic appeared, and new mages were given birth to across the planet. Now, as the dormant conflicts once again surface, this rediscovered power will determine whether Driftland is restored to its former glory or wiped from the cosmos entirely.
You take on the role of a Mage Overlord with your own castle, tower, and a small realm on one of the landmasses. With your unique powers, you can explore a procedurally generated world and connect floating lands to expand your kingdom.
Gameplay focuses on setting general goals for all your units without the need to micromanage each of them. The warriors, archers, and mages under your command are able to tame and ride different kinds of flying beasts and create various aerial units.
Procedurally generated world
Resource- and magic-based economy
Move and terraform scattered landmasses with magic
Multiplayer notice: Driftland: The Magic Revival features crossplay public matches that you can play with your friends no matter where the game was purchased (PC only).
Recommended system requirements:
Multiplayer notice: Driftland: The Magic Revival features crossplay public matches that you can play with your friends no matter where the game was purchased (PC only).
Why buy on GOG.COM?
DRM FREE. No activation or online connection required to play.
I love Majesty and hoped this game will be like it. Well, it kind of implements some of the mechanics and add some new ones. But there is almost no voice acting. In Majesty your advisor at least tells you what to do before the mission starts and give you an outro after you win. In this game you get some short texts and maybe a unit will say something if you click on it. This is a bit sad. I played Majesty for the atmosphere, this game has not much of it.
The mechanics seem interesting, so it gets 3 stars.
I am reviewing based on the *demo* version, not the full version.
What I was expecting: A cross between Populous and Netstorm. And, it succeeds at that.
The basic game play is:
1. You have an island that isn't large enough, that you need to place buildings on.
2. There are more islands nearby, and you need to either bridge to them, use magic portals to reach them, or use magic to move them closer.
Like populous, unlike netstorm, your combat units are mobile people who go out and attack. Like typical RTS, you have different units / buildings to recruit them.
So far, the game succeeds, very well, at what it tries to do. If you like this basic style -- you, the general, manage overall strategy, rather than specific orders to each of your dozen+ troops, good. This game avoids *UNIT* micromanaging.
BUT:
You have *BUILDING* micro managing.
You need to upgrade your buildings. And trying to select them, or even *find* them, can be painful. You are forced to take a 3d camera view, even if an overhead view would be easier. The "overhead" view you can use is too far zoomed out to be useful.
After building, or upgrading, you have to assign workers. There is no way to say "Build this, upgrade to level 2, and assign all workers". No, you have to build it, then move to the next building, give that building one order, repeat -- then go back to the first building, give it another order, repeat, until you have given each building multiple orders and instructions.
It is *painful*, partially because you have to upgrade and order multiple buildings, cannot give an order queue to the buildings, have a hard time selecting, hard time *finding*, etc.
That doesn't even take into account the top line of the display. You have control over there, and trying to hit them moves the map window (edge of screen scroll).
And the mouse input seems much more sensitive than normal -- like it's not using the OS mouse input, but raw with it's own settings.
*painful* controls and interface.
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Last 30 daysLast 90 daysLast 6 monthsWheneverAfter releaseDuring Early Access
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