Diving deep out of the contemplative hole, where reading assessments or ideas, Gods helped you, banned, I was curious to find out how people have classified the songs of silence. Its structure is like conquering songs or heroes of Might and/or Magic, but with very little emphasis on RPG or building a basis, and minimum tactical fighting.
Classification is arbitrary and usually does not matter at the end of the day, but I am very happy to be excluded from one type: it is not a bloody card game. It looks like one, sure. You do almost everything with cards and characters have more cards over time. But even if you are completely, completely and accurate the system -based systems, this game does not have.
It was about the lords pulling the troops around a map from the top, amazing, in turn, with the movement without net, to defeat the neutral army and arrest the towns for XP and rich. Excellent, antiques enhancing gold and military arrival as treasure trains must be blackmailed at home, lest the enemy forced them after a battle. Units cannot be leveled, so losing them is not painful beyond the cost to replace them.
So how do you recruit more units? Card. How do you upgrade your settlements or use the power of a hero to install a special building in it? Card. How do you fight the battles? Card! A month ago I read this, and then took the next fifteen minutes to breathe in a deep sigh.
But it is not a card game. Really.
There is a trend in recent years, not only the specialized decks (Roguelike with manufacturing and survival and-), but also put card games into the square holes of things I like. The previous one is good. They are not mine. I may hate everything I want without harming a completely valid thing that people clearly like. I even proposed a few, and only partly to use as a shield when you call you terrible. Later, even though I moaned, also good and valid. That is how we get new and strange things.
However, there is a third manifestation of the card: a means to present information. I explained Shadow Empire’s Stratagem cards as a way to express your advisors – as if each of them is a file on your table that someone has drawn a small way, because it is a dictatorship that can appreciate. The colon border star traders present activities such as spies and exploration as cards – each possible result, which many character skills eliminate or replace to simulate your crew affect events. You didn’t collect the card, and they didn’t DO whatever. Should this be considered a “card game” as controversial. Even if I’m not for me want They are a even more attractive debate.
However, with the songs of silence, I will go further: the cards are just a simple influence. With the exception of the level of leveling of heroes (a model “Choose one of Roguelike’s 3 skills”, there is no point that the card is drawn, disturbed, replaced, or eliminated. They are merely an UI. You can replace them with MMO buttons or bars and designs will be identical. It is better, even because the cards really hinder and obscure each other from the vision, with beautiful illustrations that make it hard to say. To grant a hero, a card appears on the map and you have to drag it into the hero’s model, this can be completely the most meaningless labor I will complain. I am paying attention to too much attention to these quite small criticisms, but I don’t care. The card must be stopped.
But I like the songs of silence. It has a new speed, thanks to the removal of Humm’s construction websites and continuous resources. However, it is most attractive, it replaces turn -based tactics with a car warrior. “The battles that run in the direction of small players” of course are not new – the thought of a moment of watching it from afar as the settlers – but I have never paid much attention as a minor until SOS opens my mind somewhat of its potential.
The hostile army ran together and exchanged email tensions until one side died or left to get a life. It takes a few minutes to see, and periodically (HNNG) pulls a card to shoot out the power/power/power continuously. There is no showstoppers of Eagarlnia, but there are some scenes (notably many sinister balls of the drum), and a lot of details when every Stablad runs around autonomous, magic artillery in the sense of throwing bullets with a large hand, and those who destroyed into targets without slowing down.
Some disappointing magic, some “+2 upgrades instead of +1”, and of course your anti -demon army aimed at a squirrel while your demon eats your archers. But that’s why you checked the enemy first, and arranged your army to explain their simple brain. The benefit is to reduce the work of people to tell people what to do. The big meeting does not mean to make 80 decisions back, or lose the war because you have deceived seven times. In addition to periodic targeting and a spell time, your strategy has been done, and it’s time to relax and see how you have done.
There is no building to Dawdle. The immigration areas develop automatically, marking the thresholds if you spend the material. That increases production, and sometimes utilities like healing or recruitment options. Each person has a space for a special building, summoned by a hero who does not have a prerequisite or research.
The army is small, limited to seven reserves and recovery very slowly even for the healers. Units cannot be consolidated, and most include some small men/gubbinses, those who deal individual damage, reducing their output in proportion. Therefore, the additional military is everything. But hiring is very slow, so you will regularly visit your lands with heroes, or spend a reinforcement ferry. The surrounding cycling force is a regular task, complicated by the importance of the formation, stacking bonuses and composition of the enemy.
Each unit has many qualities (what it is) and the ability on the head (what it does) is like flying, denying the defense of magic or damaging to the enemy with specific qualities. A bonus lending to similar allies: one guard is quite weak, but three of them strengthen each other, more than double their power. Another unit and antiques that reduce their quality (Starborn, infantry, guardian), and they become a significant threat.
But wait. The enemy has anti -pain and area attackers. I should move the fireplaces to the cavalry, and the space they out. But my other hero will lose movement if I sit still with other infantry, city, and if I hit him now, his backup will come back, and I can lose that antiques ….
All these decisions are the meat of the game but it takes more work than necessary, especially for many types of units. There is no way to say any bonuses that affect a unit (and the spirit is opaque – some power improves mental improvement, but I have very few other ideas that affect it), finding information about enemies is a difficult way, some tools to name the tools for power but do not explain it. There are too many cross reference, not helped by all universal names (I have been a few hours before making sure that my first child is the original people from the very skillful introduction), and need to enlarge every town at a time to recruit and check if it can be leveled up.
I am tense against my disgust about the disease notifications to say it, because SOS is a welcome contrast with the current fashion of the sinking the screen in the bullshit and the notice (the person who has allowed the machines for us at all times? Mouse through one by one.
Despite the beautiful and quite skillful introduction, the campaign is a boring story without any memorable character. The fights offer the option to play on two maps at the same time, linked by the ports. Some of these “purgatories” are also the capital of its most interesting faction, who moved it from one town to another, consumed them to receive economic bonuses and summon miniature people in the battle to turn the body into monsters or resources. The other two are boring by comparing, with separate people but nothing too dynamic.
The song of silence is almost attractive. The fake with a designed design frame is a strong gamble that has been operating, creating a Pacier model, less tired and integrated with automatic battles to solve some tired problems and repeat many strategic games with tactical fighting fell. But its excellent art and an interesting faction highlighted the quality of its remaining life limit, the boring story and the two relatively for pedestrians. This design has legs, there are some strategic joys to be here, and I hope the sequel or the large version is within the reach of the studio. But I certainly don’t expect it on the card.