Potential to improve

avatar

Screenshot_1612.png

Immortal Realms: Vampire Wars has pleasantly surprised me, even though the setting didn't quite convince me at first glance. He thought that being almost all vampires would be too limited, and that the units would be too similar to each other. But it has turned out that, thanks to the good use of the typical clans of vampire games, the differences could not be greater. Step into the vampire ranks with me, but with a brace, just in case.

Immortal Realms: Vampire Wars is a game that combines two gameplay. The main thing is combat, turn-based and gridded. On the other hand, we must manage an empire, a turn-based strategy of a lifetime, with its resources and with one thing I have never seen before: the use of cards to do actions. I'm a big fan of everything related to cards, so although it hit me a lot at first, in the end I got used to it. I think I've gotten to a point that if you put cards into your space simulation game, I'm going to like it.

Right now there are three great clans, and I have focused on the basic one, the Dracul. The other names are taken from vampire products, and I have to tell you that one of the problems with Immortal Realms: Vampire Wars is a lack of originality. Everything we see we have seen in another product, and I think that at least one of the clans should have new concepts. I hope that they put some new or that future downloadable contents fix this.

Screenshot_1613.png

Screenshot_1556.png

Commander and units

There are three categories and levels of creatures, which we unlock gradually. The Dracul clan focuses on fast and effective foot units, alongside quality cavalry. In addition to these base units, there are other buildings that can neutralize other creatures, and have little variation from clan to clan. We have to conquer these buildings through the stage. But let's continue the fight.

A basic combat is usually about 6-9 units, with a commander. The commander and units have a single movement, although they can move and attack the same turn. Sometimes it is important to move and wait for the enemy to take his turn, or to be able to move another of our units. Placement is important, as our units cannot pass through other units, whether friendly or enemy. The tactic for the most part is to take this into account, and the position to launch the commander's powers. In the long run, it does get a little poor, but it has potential for improvement.

Management is interesting at first but it also gets a little heavy. The problem is that, having only one resource, blood, it is very simple to do what we want. I'm not saying it's easy, since enemies can be a real problem, but it's lacking in depth. There is a good variety of buildings around the world, and it is interesting to capture them to see the options they allow.

Screenshot_1556.png

Screenshot_1561.png

What I have seen has been an interesting game, very well optimized, with a slightly repeated but well elaborated setting, and with little depth in most of its facets. I need to test the campaign, but I leave that for when the game comes to light. So stay tuned for the analysis, it won't be long in coming.



0
0
0.000
3 comments
avatar

Congratulations @thranax! You have completed the following achievement on the Hive blockchain and have been rewarded with new badge(s) :

You distributed more than 21000 upvotes. Your next target is to reach 22000 upvotes.

You can view your badges on your board and compare to others on the Ranking
If you no longer want to receive notifications, reply to this comment with the word STOP

Do not miss the last post from @hivebuzz:

Hive Revolution - Call for missions
Vote for us as a witness to get one more badge and upvotes from us with more power!
0
0
0.000