Posted on: June 7, 2025

ThatWhichThinks
Gry: 231 Opinie: 5
Innovative in Gameplay and Design
The most impressive feature of Songs of Silence is the setting, which is both beautifully realized and remarkably free of the fantasy tropes that often serve as a shorthand for the genre. The art for everything is as beautiful as the world is defines is unusual. There are no elves, dwarves, or the trappings of normal fantasy, and, therefore, none of the accompanying gameplay vectors those races typically serve as proxies for. The main factions are diverse and quite unlike most in the fantasy strategy genre, with plenty of side factions to encounter, as befits a HoMM-like, with even more diversity given by the heroes which often have abilities to recruit or summon some selection of various subfaction units to your cause. As for the gameplay itself, it is a HoMM-like at heart with a turn-based overworld (separated into a light and dark side) to explore and conquer alongside real-time combat which takes place in a semi-autobattler: during overworld movement, players arrange units in their armies to atttempt to respond to perceived threats in battle. For example, units with charge abilities are probably best put in the front, vulnerable ranged units in the back, etc. But, even here there is room for nuance: perhaps slow, heavily armored infantry can be put in the front to block charges where possible, or perhaps they can be put in the rear to protect vulnerable units from flanking and flying units. In battle, units move and act on their own and fight as arrayed by the player. Players cannot directly control units on the battlefield, but they can use ability cards specific to the heroes. The cards give players just enough control over battles to allow for influence and tactics, while also allowing battles to be fast. In this way, Songs of Silence avoids the late-game slog that many HoMM-likes fall into, especially in the late game, where battles and turns can become horrifically long.
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