Publisher: Fishtank Interactive
Publisher 2: Stardock
Developer: Nival Interactive
Category: Strategy
Release Dates
N Amer - 11/15/2001
Etherlords Review
It's been a while since Magic: The Gathering and other collectible card game fans have had something to cheer about. As part of the GZ staff, I can't recall the number of times I've had to let fans know that the original game released for PC some years back was out of print, and that I didn't have anywhere to refer them. Now I do! Not only that, but if they also just happen to be Heroes of Might & Magic fans, they very well may have the game of their dreams! It's called Etherlords, and it's published by the good folks over at Fishtank Interactive.
It's all about turn based strategy, a personal favorite of many in my own gaming circle. This is not to say we don't like real-time strategy, but I guess we don't have as much of an appreciation for all that - "Please don't let someone knock on the door, I might get wiped out if I turn around for a second" stuff. Makes it feel more like action since strategy seems to require more focus. When you first start Etherlords, you are given a map very much like Heroes of Might and Magic. If you're not familiar with the fairly populart series, it's basically like getting an aerial view of your origins, castles, and various surroundings. Not only will you encounter fortresses and enemies, but you can also locate various resources and allies to join you in your fight.
It's when you enter battle that the game takes on the Collectible Card Game flavor. Basically, you begin with five cards, each with different ether (or mana-like) requirements for summoning. Battle progresses as your hero, who does not act directly for themselves, raises minions, blocks attacks, and basically finds the way to defeat your enemy. Of course it may be argued that your chances are random because you rely heavily upon the luck of the draw, but when it really comes down to it - I've seen players with very meager Magic decks tear up a player who has an expensive deck, but no knack for strategy.
Many terms familiar to Magic players will surface, including trampling, tapping, regeneration, and more. You can do all kinds of things to your enemies, like curse them with various attacks and otherwise put cracks in their defense. Just as in games like chess, you cannot make one move without anticipating the next three moves that might occur after that. Individual units act one at a time, and even the most trivial move can either complete or condemn your cause. Also, as you get larger armies, the battles can get quite lengthy. It can be unforgiving at times, so I'd highly recommend saving often so that you don't lose too many hard won battles.
In light of that remark, it also must be said that if you're not familiar with CCG games, the learning curve will be quite steep for you. This means you'll probably spend hours learning the ins and outs of gameplay, in the same way you might when learning to play the actual card game or AD&D. The controls, like the games, are anything but intuitive, and this game's not for those with a low activity-threshold when it comes to brain workouts. Even on the easy level, the computer AI will keep even the semi-experienced CCG gamer on their toes - and it will eat those of your who don't read manuals ALIVE.
With 300 spells and 160 monsters to fight & summon, you're not going to feel like you're missing much in the realm of variety. There's also integral strategy aspects like diplomacy and bartering included in the formula - although we all know what diplomacy thinly veils. This is all about becoming the ultimate Etherlord after all, just as the introduction suggests quite strongly.
Etherlords also does a tremendous job in going above and beyond the standard to graphics in TBS games, and the strategy genre as a whole. It's kind of like the difference between people who play with cardboard markers on their strategy games, and those who hand paint their figures by hand with painstaking care. For instance, I was absolutely enamored with the animations and looks of the treants (HOOM!) in the game. Not only do they look good as they wait for their turn - kneeling when they are not yet ready to act, and moving with impressive vigor as they move to attack; but when the game sweeps over for a close up, the detail is simply amazing compared to other titles.
I simply can't shout it loud enough: "CCG gamers and turn based strategy gamers everywhere unite!" Etherlords has emerged from the mists, and if you haven't heard of it yet, you should have. This is a wonderfully challenging PC title which should sate the appetites of a niche long neglected - and it even gives you more than you would want by giving it a aesthetically pleasing presentation! You should all thank Fishtank Interactive and Nival for giving us a reason to still keep those card game and strategy skills dusted!
Gameplay: 8.5
Take the strategy of Heroes of Might and Magic, and make the battles a CCG player's dream come true. With turn-based action, and strategies and terms that CCG players will feel right at home with, Etherlords fills a niche that's been wanting for some time.
Graphics: 8
Graphics are remarkably above the usual standards for games of these genres.
Creatures not only get a good rendition from the bird's eye view, but you also
get a closer sweep of your armies to get a closer look at the care and detail
that went into their creation.
Sound: 7
Nothing wrong with the sound in Etherlords, with the exception of some
occasionally rather strange voice overs.
For someone who's never played CCG games before, make no mistake, there is going to be a bit of a learning curve on this puppy. However, when it comes right down to it, it's meant for people who like to play strategy with numbers - the same group who doesn't expect a pick-up-and-play action fest. The computer does seem challenging even on the easy level for people who might be new to the genre.
Concept: 8.5
A surprise of a combination, done really well, with careful attention to the
visual tastes as well. Etherlords is a definite pleaser to some gaming groups
who have been "homeless" for some time now.
Multiplayer: 7
Mutiplayer is limited to two-player matches, notably more fun for those of
you who always had that buddy who had the money to buy the rares and always
womped you because of it.
Overall: 8.25
Etherlords is a sleeper hit with plenty for CCG and HMM fans to cheer about.
It's a magical concoction of a game that's filling a need that has been
curiously unfilled for some time. Even if you haven't played either type of
game, and you're willing to take on some serious strategy and number
calculating, you will find a great deal of merit in Etherlords.




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