For decades, MoM fans have been saying it's still a top-notch game and only needs a "face lift" to bring it up to modern computer-system standards. So when I heard this new version was coming out, that's what I imagined it'd be. Well, it is, but it isn't. There's some very nice artwork in it, and the music is nice enough. And yeah, it's still MoM; the original game play is recognizable. Unfortunately it's very, very slow and awkward to play. I've played for ten or twelve hours so far, and I may force myself to finish the game I'm into. But it's truly a test of patience. Loading is slow, and there's a delay to everything. It's playable, but just barely. I had skipped buying Caster of Magic for Windows because I thought this game would be the same as that but with improved graphics. Today I bought CoM for Windows, because it looks like that's the MoM game I'll be playing. Slitherine has a lot of work left to do.
I played Warlords II Deluxe back in the day. By the time Warlords III: Darklords Rising came along, I was on a long hiatus from computer gaming, so I missed out on it entirely. Only heard about it recently. Now that I've played full games of both Warlords II and Warlords III, I can unhesitatingly give them both five-star ratings. It took me a while to readjust to the interface and get oriented again, but now that I have, it's a game I know I'll keep on playing all the time. Like the original Master of Orion, this is a timeless strategy game. Why? Because of its elegant simplicity. It's noticeably more streamlined than modern games (e.g, Heroes of Might and Magic or Age of Wonders). With less clutter to keep track of, it plays faster, as the player can easily focus on strategy. Some players object to the lack of tactical combat in Warlords. You see that it's happening, and you see which units are killing which, but once battle starts you have no control over it. That means you have to plan in advance--bring in the army you need to do the job. And in my opinion, that makes a wargame more realistically strategic, since the overall commander doesn't control each and every unit like a puppeteer. Besides that, switching to and from tactical battlefields takes a lot of time and compels you to play two games, not just one. Every tactical battle in Age of Wonders or Heroes of Might and Magic is a minigame that you have to play, since autoresolving puts you at a disadvantage. Mercifully, Warlords frees you from that and calls upon you to focus squarely on strategic moves. It's not for everyone, but it's a timeless classic for strategy gamers.
I played Warlords II Deluxe a lot back when it was new. Due to tech advances it got to where I couldn't play it for years, but now GOG has brought it back. Fond memories made me buy it right away, but at first I wondered if I'd made a mistake. The relatively clunky old interface made the game seem like a relic of the past. Recently, though, I took some time to relearn it, get used to the interface, and play a full game. Now it's a game I'll be playing all the time. Some reviewers compare the Warlords games unfavorably to the more modern Heroes of Might and Magic series or the Age of Wonders series. I've played a lot of both, and I can honestly say Warlords is superior in at least one way--elegant simplicity. Modern games of this type tend to throw in everything but the kitchen sink, making for clutter and needless complication. Warlords is refreshingly streamlined. It plays faster while affording all the interest and challenge a player could want. It's not for everybody. It's probably not for anybody who values all the cinematic effects of modern video games. But it's a highly rewarding game for those who appreciate the strategy genre.
Might be misleading to call this a castle simulator. It's really more of a base-building RTS game--with lots of emphasis on building and protecting the base. Absolutely wonderful game in any case! There's much more of a politico-economic aspect than in other RTS games I've played: various resources to manage, and you have to watch your subjects' morale too (while also taxing them to get the gold you need). It works because you're at a walled-in base (after you build the walls), not scouting and conducting seek-and-destroy missions against a hidden enemy. However, the game does include many features, so you can assault enemy castles as well if you like. The excellent tutorial eases you into the game, and the combat campaign progresses--at first--in baby steps, giving you time to learn and try new things out. There's also an economic campaign, which is surprisingly interesting, though I haven't gotten far in it yet. Besides the two campaigns, there are stand-alone scenarios, which you can edit or customize as you like. There are also historical scenarios--various actual castles you can try defending or assaulting. The audio-visual effects are great, in my opinion. One small downside is that there's nothing like a smooth-scrolling camera; camera angle shifts 90 degrees at a time. But actually you don't even need to use that, as you can just press the space bar to make everything above ground level disappear. That's a very handy feature; it allows you to do most everything from just one angle. The game can be very challenging, if that's what you're looking for. Even on Introductory level, it has been too hard for me at times, and I've had to replay a few campaign missions. I got through them, though; and I've gone back to replay them on the Normal difficulty setting and won there too. Some of the early missions are child's play, but they get tough soon enough. Throughout, there's a bit of humor mixed in. It's not obtrusive, but it's there, and you'll find yourself smiling at the remarks of your scribe, your advisers, and enemy leaders. Though this is a serious enough game, it doesn't take itself too seriously. For me, that helps take the edge off and adds to the enjoyment. Top-notch game. Highly recommended.