When I bought this game because the dragon has a jetpack, I should have foreseen that this game is not about elves and goblins fighting with swords and magic but about elves and goblins fighting with mechs and magic. Significantly, the projectiles are refered to as "lasers"... The battle system is comparably well-balanced between dragon battle and normal strategy game, although at lowest difficulty, it feels like the "hunter" mechs are some allround-unit without a weakness. The dragon plays quite the role of a important tactical unit, like the helicopter+sniper in c&c1. Those overworld cards like "genocide" (zeroing a country's population for one turn) or "destroy wizard tower" suck because they add some random-ish effect to the game, but otoh the battle-cards improve the gameplay significantly, because they merge in the tactical gameplay very well. One can see There is also no mismatch between the importance of strategic planning on the worldmap and the tactical rounds, so thanks for the good balancing. Playing as dragon/reviving the dragon costs 20 Recruits. I dont know what they are needed for, maybe their biomass is smelted to form the dragon, or they are needed as service personal to inflate it. But Recruits are the onliest currency in tactical game, so the developers had no choice anyway. Ah yes, and the soundtrack is very good, too.
It is a very interesting game. And even if you dislike violence and enjoy level editing, you can switch off violence and play with the well-documented editor. create tanks that fire homing missiles. By the way, the graphic gives the game a strange, dark, and still somehow hilarious athmosphere. For the age of the game, the graphics are very detailed, and there are more open landscapes than in the dirty town-athmosphere of duke nukem. The cruesomeness somehow doesn't take itself serious. it's strange.
Remember: to play on wine, you have to press c during load, or it will hang. Some time ago, I had to give this game away. It was too addicting. The physics engine is realistic- however, it exactly simulates ordinary RC cars. The graphics are flashing, happy, and very detailed. The different landscapes are drawn very natural. The emotional athmosphere is awesome. The "weapons" are super mario kart like and enrich the gameplay. However, due to the fact that they are given randomly, you get the impression that you miss something. Sure, a race's gameplay cannot be tweaked too much, or You can select between about twenty cars, everyone is different, and also differently good. (It is a game on its own to choose deliberately whether to select your current BEST car or rather a slightly weaker you can handle better.) I keep choosing the one that is more fun, then, even if it is getting more difficult. The build-in level editor is rather to make spectacular tracks, or to make stunts. But it has limitations. However, there was a third party level editor I never tried, to import graphics from a 3d program as levels. It would be nice to have a variant of the game where the meaning of the powerup items is fixed, or better, where you have to buy them from a reloading "energy". When will it be open-sourced?