Warlock: Master of the Arcane is down with QQP

You have to come to Warlock on its own terms rather than holding against it that it looks like Civ V. This isn’t an epic strategy game in the traditional sense of the genre, where you build farms on plains and mines on hills and watch the cities grow accordingly. You will never set your tax rate, manage happiness, choose a government, or finesse diplomacy. Instead, Warlock is armies and spells and that’s pretty much it. It is a throwback to the sleeker fantasy wars of QQP, SSG, and, of course, SSI. If those letters don’t mean anything to you, this is going to be a new kind of strategy game.

After the jump, let’s do the monster mash

Warlock is all about armies beating each other up. The interplay of damage types. The various movement options and special abilities. The tech upgrades and perks from leveling up. All the fiddly bits that would have been part of city development in another game are instead focused on your armies. You cultivate them, grow them, upgrade them. Like any good RPG, you work your way up a leveling curve, going from killing — and recruiting — rats to recruiting — and killing — dragons. The path you take from the rats to the dragons is the story of Warlock.

The mostly good interface clicks you quickly through every upgrade, attack, and move. A few more hotkeys would have helped, and the button placement can be tortuous. But as far as a game about shuffling armies goes, Warlock is fast, easy, and focused.

The map is mostly for battles. You fuss with marching through forests and around mountains. You don’t fuss with putting your cities on plains or coasts. This isn’t Civ. Instead, placing cities is an easy matter of plopping them near special resources, most of which force a difficult choice. Do you use those gems for the income to buy more units and upgrades, or do they go toward making defensive trinkets for your spellcasters? Will you eat those pumpkins, or brew them into a magic healing potion? Will your next city upgrade unlock advanced units or the capacity to feed more units? These are one-time fire-and-forget decisions, not unlike the perks you choose when an army levels up, and they keep the game snappy. It’s exactly as much infrastructure as Warlock needs. The recent Conquest of Elysium 3 is always and only about the armies. The Civ games are largely about the city management. Warlock sits comfortably and confidently in the space between them.

As befits a fantasy game, the spells are huge for how dramatically they can swing the balance, either by letting you nuke stuff, or by letting you tune your units, or any combination between the two. Research dribbles out spells over time without giving you much control over the process. It’s like a tech tree, but without the tree. Call it a tech pot. You occasionally dip a spoon into the pot. Special nodes on the map support temples that align you with gods, unlocking advanced spells (and also unlocking a clever victory condition in which you can fight a god’s avatar). This is a satisfying touch of personal choice in lieu of a tech tree. Streamlining in action. See? Religion doesn’t have to be a big hassle.

There are only three races, but the asymmetry among the races is fantastic. The boundaries between them are relatively soft in that you can freely play with another race’s toys when you capture one of its cities. Heroes of Might and Magic discouraged mismatched armies with a morale system, but Warlock just dings production and city growth. This isn’t a very sharply felt disincentive unless you’re playing the harder difficulty levels.

And here’s where Warlock sorely needs a stronger guiding hand from the designers. It’s far too easy to click through the default set-up options and end up in a tedious unchallenging sprawl of open real estate and stalled AI opponents. After a hundred turns, Warlock will be a game about clicking through another hundred turns on the way to an inevitable ending. But on smaller maps — or, more accurately, on maps stocked with enough AI players — the inevitable mopping up phase is short enough to be tolerable.

The AI is particularly good at the tactical level, although it seems to fall apart when it comes to the larger issues of expanding and conquering. For instance, a typical Warlock map is built from a main world and a few pocket dimensions behind magic portals. These dimensions are like lucrative New Worlds, stocked with valuable unique resources and powerful enemies. The AI doesn’t seem to know how to get out there, which puts it at a disadvantage once you’re bringing back valuable metals, jewels, and dragon eggs. And when the AI is aggressive — and it can certainly be aggressive — its attacks might be best described as “feisty”. In other words, great AI for a terrier, but not ideal for a would-be conqueror.

Multiplayer support could have taken up a lot of the slack on these issues, but Warlock is single-player only. Which is a shame given that the snappy pace, unique armies, and tactical detail are ideal for multiplayer. But tuning issues aside, Warlock is a fantasy strategy game that’s more than just Civilization with dragons and elves because it’s not Civilization at all. Far too many strategy games rely on Sid Meiers’ classic formula, often bogging down in the process. It’s nice to see a developer getting back to the basics and down in the trenches with goblins, werewolves, skeletons, dragons, clerics and the odd angry fireball.

3 stars
PC

  • Christien Murawski

    Is this the game Bill was on about in that silly Julian Sands episode of Jumping the Shark?

  • http://www.nohighscores.com/ Bill

    Julian Sands is deadly serious.

  • http://www.matchstickeyes.com/ Peter

    Whoa, someone else remembers QQP! I had a lot of fun with Grandest Fleet and Perfect General 2 while growing up.

  • Angelyote

    Great Review Mr. Chick.  I think you’ve assigned the perfect score.  I’ve been having a lot of fun with Warlock but my main point of contention is diplomacy. It’s just pointless. You meet an opponent, wait a few turns, opponent asks for money and you only option is to accept it or go to war.  As you’re about to destroy their capital they offer you money and mana for peace (haha, should have thought of that before trying to extort me).

    Anyway, if they just removed the diplomacy option and gave you a 10 turn grace period before you go to war with an opponent it’d be fine.

  • Christien Murawski

    What? You’re crazy. He’s a hoot in Boxing Helena.

    I couldn’t believe Brandon and Todd had no idea who he was. Philistines.

  • tomchick

    Don’t forget Conquered Kingdoms!  That was their fantasy themed game, which I think came after Perfect General and Lost Admiral.

  • tomchick

    The diplomacy is a bit weird, but I’ve played games were I kept someone off my back the entire time and basically had a safe border going once an alliance was formed.  In fact, I’ve had games where everyone allied with me and I was just hanging fire on my way to one of the victory conditions!

  • http://www.facebook.com/profile.php?id=10211605 Jeff Benn

    I’m really enjoying this game, and I am disappointed to see the scores that it has been getting on meta-critic.  Civ5 seemed to pull all 90+’s, yet many game mechanics, and the AI are broken.  

    This game was a measly $20 to get, probably had a small production staff, but has a vastly superior AI.  

    I think the core game here is superb, but it is rough around the edges.  A little more depth in the tactical map, a little better macro AI, a few more choices with cities and units, a few UI and control tweaks….. it sounds like a lot, but it is mostly minor…. and again, hard to quibble with a lower budget game on these things.

    I would have given it a 7.5 – 8.0… but I think anything less than 7 is an atrocious rating.

  • http://www.oneguytoomanygames.com/ Rob C

    I’ve only just started playing Warlock and it makes a descent first impression. I started on challenging since many people have said it is pretty easy on the forums. While I haven’t been threatened, I am having a hard time navigating a choke point and taking two of the AI’s cities. My gut tells me that it needs the variety of factions that Conquest of Elysium 3 has to have long term replay-ability. That would be a holy alliance, the variety of factions from CoE3 with Warlock’s streamlined city management and focus on combat. CoE3′s hands off combat just didn’t leave enough meat on the proverbial bone, but if a Unity spell was cast combining CoE3 with Warlock, that would most likely be a magical union.

  • tomchick

    Heh, the Unity spell would also have to combine Conquest’s imagination with Warlock’s production values!

  • Rkk667

    I gathered you enjoyed this from both your first impression and review. Is there any chance you might still be playing or at least dabbling in Warlock : Master of the Arcane should the developer release an AI or multiplayer patch?

  • http://thurot.com/ Dan Thurot

     That alliance would be incredible.

  • http://www.facebook.com/LivinItUpInPhx Dan Samela

    Tom, is your max rating 4 or 5 stars?

  • http://www.nohighscores.com/ Bill

    You’re telling me. I can understand youngsters being ignorant to the brilliance of Julian Sands but Brandon is my age (40) and Todd only a few years younger. How’s that possible?

  • http://www.facebook.com/profile.php?id=20508458 Tyler Jenkins

     I believe it is five from looking in the review section. I think I like the star system better (if you must have a rating system), but without 1/2 stars, I think the gulf between three and four stars is perceived as larger than is usually intended.  Especially in this case when Tom’s review is a generally a positive 3 Star review while I have read 3 star reviews elsewhere that are just lukewarm on the game being reviewed.

  • tomchick

    Oh, I’ll definitely keep up with this one as it gets patched.  I’m particularly looking forward to whatever plans they have for multiplayer. 

  • tomchick

    Dan, sorry if that’s not clear.  We’re a 1-5 star scale.  I have a link at the bottom of every page to a brief explanation of the ratings:

    http://www.quartertothree.com/fp/our-ratings-system/ 

  • tomchick

    Thanks for mentioning this, Tyler.  3 out of 5 stars is not the equivalent of the 60% many sites use to punish a game.  To my mind, 3 stars is still a thumbs up. 

  • http://profile.yahoo.com/FQR5JCPKBUH2BCITFMJ4XLG6XQ Matthew R

    My friend got me interested in this game. I feel that it is a mash between Civ V and Majesty. My only drawback is the lack of options in diplomacy.  I end up beating the snot out of the NPCs, and they only want peace when I have almost destroyed them. Overall I like the game. 

  • BANG

    Oh my god. How badly do they need to do a new version of Lost Admiral?

    SO BADLY

  • BANG

    Here’s what I’ve been running into.

    AI: Good tactically, poor strategically. I never see them taking advantage of metal upgrades for armor or weapons. I never see them get naval or siege units. I never see them specialize their cities as they go hodge podge with all of them.

    The pocket dimensions: They just seem totally pointless. If you’re strong enough to defeat the monsters there, you’re strong enough to wipe out all the AI players a dozen times over.