Friday, August 28, 2020

Immortal Realms: Vampire Wars (REVIEW)

Do you like vampires? Do you REALLY like vampires? If you do Kalypso might have something that you'll enjoy. That something being, "Immortal Realms: Vampire Wars". This tactical turn based RPG take on vampire warfare pits three clans of distinct pedigree against one another in a blood feud to end all blood feuds. In the trio of clans exists the Dracul, or the lineage of Vlad the Impaler. Powerhouses of might, and insatiable blood lust. There's that recognizable clan, and Nosfernus which are more creature-like versions of their ancestors. Bestial, and noted for tampering with necromancy. Lastly, is the Moroia clan. An elitest clan known for their use of magic. Within the lands of Nemire these clans, their lords, and their armies will face off against each other in battles across three individual campaigns. Campaigns that span the ages, and several acts each as they conquer key points of interests, build them up, recruit armies, and lead those armies into battle using the spells, and powers that are obtainable through said conquering. By blood, and magic the end war of the vampires will be waged, and who comes out victorious is up to you.

For the price of around $50 you will gain a bloody buffet of vampiric warmongering. Complete with a hands-on tutorial, one campaign for each clan, a sandbox mode, and a skirmish mode with plenty of settings to fit your heart's desire. The tutorial itself is a mini-campaign that will have you learning the ropes of gameplay. You'll learn about action points, and the actions you can take per turn. About how mana is used to cast spells from cards during the takeover and battle phases. That, and how micromanaging your resources via blood points, claimed buildings, and troops will mean the difference between victory, and loss. You'll find that each act within a campaign has a set win objective that must be met for completion, and the rewards thereof. Sometimes this is claiming certain territories, constructing better building utilities for resource farming, or simply winning a set number of battles. The turn based affair is broken up into two main phases with map reclamation being the main focus. This is for the sake of building up armies for the lords in your possession, and for gaining access to things like the blacksmith, and library to build upon offensive and defensive options. Each of which come in the form of playable cards that are use specific. Meaning that they can only played when you have the action points to do so, and under certain circumstances on certain things. Some cards are for battle, others for clan support, and others still for use on your claimed key point locations.

The four maps you'll play across in the campaign, and other modes align with the clan origins, and vary in terrain. It is in these sectioned off territories that you'll be laying claim to property, and possessions as you go about amassing an army fit to face whatever fiend might be your target. The main map where most operations will take place offers many useful resources per building, and structure. There are keeps for raising lords, and recruiting armies. There are villages that can be used as farm houses for healing, feeding, and overall action/blood point gaining. Other useful locations that can be claimed by occupying the territory, and choosing the claim option are libraries. It is in the library that you can buy more spell cards for use in battles or troop/resource management with blood points. Sometimes even for gaining clan XP, and leveling up your vampire lords. Vampire lords themselves are gained claiming manors, and turning the resident human into a vampire lord. A vampire lord that can be summoned from your keep, and equipped with all the troops, and cards you can collect with that lord as you move into each occupied territory.

In battle you'll find a turn based strategic battleground littered with cover options, and special points of interest that can be occupied for clan buffs. Things like teleports, damage increases, and healing. With your units you can strategically occupy these points for benefit. In battle turns you get one turn per troop unit, and these units vary from standard issue to beyond elite when your keep is fully upgraded. They include everything from ranged to melee troops, and come complete with their own hit points, and attack points. As with most turn based RPGs of this sort positioning a unit next to an enemy unit will allow you to perform an action or use an attack/keyword or spell card to deal damage to the opposing unit. Only when a unit's HP is fully depleted are they defeated. Fully defeating an army, and their lord will bank you an Aspiration card which is more or less a buff to your lord. Giving them added benefits when it comes to things like health, resources, and support roles. The lords will boost, and buff unit performance when said troops are next to them. Along with the Aspiration card you'll earn armor items that can be equipped for additional buffs as well as the ability to unlock a locked card in your deck for use later on. It should be noted that on the territory map after taking some many turns, and claiming certain territories you'll also earn Ruling cards that will benefit your resource management options as well as your troop management options.

Aside from the campaign you will find Sandbox, and Skirmish offer that endgame extra that can be customized, and enjoyed as you see fit. You'll get to choose clans, lords, armies, armor items, spell cards/keywords, the map, and even the objectives among other things. The settings themselves are in-depth, and offer many different variables to tweak as you see fit. The catch being that this is all local versus, and is not the story inclusive campaign. It is meant for single sessions that can last as long as you want them to. Helping you get familiar with the mechanics, and strategies while putting those hours of training to the test in settings that you deem worthy.

The Verdict ...

Normally, I don't get too deeply attached to turn based RTS style games, but something about this game really struck a chord for me. The hybrid nature of it works exceptionally well. The use of cards, and the usual turn based tactical RPG options were done really well. There was a synergy about it that I didn't quite realize until I had played through the tutorial, and got a feel for the ideal turn structure. That's another thing. The game doesn't demand that you do things in a certain order, but to efficiently playthrough a skirmish or campaign act you will need to mind the objectives, and do things quickly and efficiently enough as to not lose in the process. Visually, and presentation-wise "Immortal Realms: Vampire Wars" is nothing to scoff at it. It looks like you'd expect a vampire RTS to look like, and even has a cutscene or two that really shines along with the voiced narration. Even the soundtrack is what you'd expect. Moody, and atmospheric with sound effects added in for good measure. Overall it's a good game, and definitely earns it's launch price. If you fancy a vampire strategy RPG don't miss out on this one!

 



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