BlueSmoke - Review : Etherlords Beta
| Date | : Nov 22nd, 2001 | |||
| Genre | : Strategy | |||
| Developer | : Nival Interactive | |||
| Author | : Jin-Ning Tioh | |||

Enter a world with no boundaries. Where lords and creatures battle to the death in apocalyptic showdowns. Where creatures of flesh and bone or steel and iron clash. Where might and ether prevail over even the strong. Welcome, to the World of Lords. In a world where the very crust of the earth itself is nothing more than a clout of mysterious magical substances known as Ether, four races battle each other for supremacy. The Synthets, beings of steel and flesh, fight with cold ruthlessness besides their allies, the fiery Chaots, equipped with a strength unsurpassed in all the land. Going against the chaos and destruction is the sacred alliance of the Kinets, wise in the ways of war and magic, and the Vitals, true masters of nature and life. With time running out for the four races to reach the White Castle and defeat the White Lord, the final battle between destruction and life must be fought.
Etherlords is a 3D turn-based strategy bringing players a totally novel game play, which merges best of New World Computing's Heroes of Might & Magic series and the popular trading card game Magic : The Gathering by Wizards of the Coast into one holistic package. Combined with a strategic resource management system, Etherlords stormed the gaming world at its first appearance at E3 2001. Developer Nival Interactive, better known for its role-playing game Evil Islands : Curse of the Lost Soul and its Rage of Mages series, recently held beta-testing sessions for players around the globe. Currently in its second stage, a total of 1100 testers are working on improving gameplay and debugging the game. Having the pleasure of personally testing the game since the first stage, please join me on an exclusive tour of game from the inside. Read on and find out if Etherlords will really be worth your gaming buck as well as your time.

And thus begins the deadly battles between the four races and their respective Lords. Will the sacred alliance between the Lord of Vitals, Lord of life and diversity, and the Lord of Kinets, Lord of harmony, order and wisdom, manage to reach the Temple of Time and defeat the White Lord to preserve the world from further destruction? Or will the unholy alliance between the Lord of Chaots, Lord of raw power and pure rage, and the Lord of Synthets, Lord of refinement and mechanical monstrosities prevail in this time rife with chaos and destruction? Only time, wisdom, courage and a will of steel can tell... |
As foretold in the prophecies of old, the Time of Change has finally arrived, trailing in its wake death and decay. Four races stand at the heart of the conflict, battling each other to reach the Temple of Time to become the next White Lord. Forming into two alliances, the Vitals now fight side by side with the wise Kinets against the unholy alliance of the fiery Chaots and robotic Synthets.
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Synthets, Ether of Synthesis - Impossible to mistake for any other creature, Synthets are born from the Ether of Synthesis. Ill suited for living creatures to exist and develop in, Synthets have managed to adapt themselves to their harsh conditions in a most peculiar manner. Reducing their bone and flesh to the bare minimum, they have replaced the rest of their bodies with machinery. Interacting with non-living matter flawlessly, Synthets have hordes of mechanical monstrosities attending to their every whim and command. This, combined with their ability to keep a perfectly rational mind during the heat of battle, make the Synthets a formidable force to be contended with in battle.
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Chaots, Ether of Chaos - Born from the Ether of Chaos, you can recognize the unruly sons and daughters of Chaos by the scarlet sheen in their faces - the reflection of the irrepressible fires of war and blood shed in the thousands of battles they have fought. Strong and sturdy in build, Chaots possess incredible strength and stamina, making deadly foes on the battlefield. Worst yet are their warriors and heroes. Rushing into the heat of battle without giving a thought to their own safety, Chaots have been known to charge against even superior forces, emerging victorious and leaving a trail of chaos and destruction in their wake. While part of this is due to the fact that they do not enjoy thinking, this is mainly due to their superior numbers. Casualties also do not derail them easily from their ambitions of glory, as they have never learned to value life, due to their incredible fertility. In fact, very few things can frighten a Chaot - After all, obstacles exist simply to provide the fearless sons of Chaos an opportunity to sweep them out of their way.
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Vitals, Ether of Vitality - Conceived from the fickle flow of the Ether of Vitality, Vitals are at times known to be incredibly bizarre looking. Just by watching them, one understands just how multifarious life is. Able to interact with living creatures and command them in battle effortlessly, Vitals are accepted as true masters of nature. This, harnessed with their ability to thoroughly analyze any situation and plan many steps ahead into the future, make them indeed worthy opponents to the unholy alliance of the Chaots and the Synthets.
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Kinets, Ether of Motion - Not unlike the Ether of Motion that gave birth to them, Kinets always aspire upwards. Their build is aesthetic and delicate, their bodies slender and their faces impassive. When you look at a Kinet, their features give them the look of great wisdom and knowledge. Unfortunately, that is hardly the case. However, they do value knowledge. Their first commandment - Knowledge is power - shows their extreme desire for knowledge. Joining the Vitals in their sacred quest to prevent further destruction and chaos, the Kinets have proven powerful allies with their strategic planning and tactics against the forces of darkness.
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The strategic part of the game is similar to the Heroes of Might & Magic series. This includes territorial development and expansion, consisting of map exploration, resource accumulation, and capturing structures, as well as shopping for spells and rune supplies that a vital in battle. Contact with hostile heroes and creatures result in a battle sequence occurring between your hero and the hostile hero or creature. You can also enter into or dissolve alliances with other races in the adventure screen.
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Another unique resource is used in battle. Known as White Ether, it is available to heroes through special ether channels and only during battles. White ether sources cannot be found on the map.
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Perhaps the most useful structure for guarding your territory are Forts. Located at strategic positions, Heroes can easily defend their beloved lands from invasion. A fort is a tower with enough space for only one hero inside. Forts have a wide-spread interception range that often cover important valleys and positions. When an enemy passes through a Fort's interception radius, he is forced to battle your hero. When Forts are well positioned there is no way for your enemy to approach your key structures such as your Castle and remain unnoticed. Besides Forts that have been erected across the map, additional Forts can be created through the use of certain global spells. The downside to all this is that you will need certain amounts of Ether to maintain these Forts. As opposed to regular Forts, created ones can be attacked and destroyed by enemies.
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Your alternative road to victory, global spells can destroy or weaken an enemy's Castle by means of an "Ether attack". Castles have structure points. A Castle is destroyed when number of structure points becomes zero. You can use global spells to attack an enemy's Castle, to challenge your enemy to Ether combat in the Ethereal Arena, and defend your Castle from an enemy's Ether attack. Ether combat differs from combat on land. In Ether combat heroes are not destroyed, experience points are not assigned, and artifacts do not get exchanged. In order to meet in an ether space heroes do not need to be located at the same point on the map. For Ether combat to happen one hero needs to be sent to defend the Castle and another one to attack it.
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Players have the option of entering into alliances with each other in a network game. Alliances will be binding for all heroes involved. There are no restrictions as far as the terms of alliances go. They can be terminated any time by any party and will take effect during the next turn. Alliance applies solely to the two parties that concluded it which means that relationships with your party's allies and enemies don't change. Similarly, your ally will not be obliged to attack your enemies if they are currently not at war with each other. Monsters found on the adventure screen are hostile to all races. Any types of alliances with the monsters or alliances between monsters themselves are not possible. |
Alliance Types :
| Non-aggression In Ether | - | Challenging or attacking the other party or casting global spells with intention to assault is not allowed. Mutual global spells act for both parties. |
| Non-aggression On Land | - | Attacking another party's heroes or structures is not allowed. |
| Mutual Shops | - | Parties can buy spells and runes in shops such as portals, towers and labs owned by either party. |
| Mutual Field of Vision | - | Territory and structures seen by a party's heroes as well as the area around their structures is visible to the other party as well. |
All types of alliances can be entered into and terminated separately from each other. A party willing to conclude an alliance sends a proposal to the other party. This happens during a single turn. The receiving party may accept the proposal, deny the proposal or send its own proposal with a different alliance offer.
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Resources can be exchanged for other resources. Artifacts can be exchanged for resources as well as other artifacts. The price of resources or artifacts is not set in advance and is subject to negotiation. Both sides agree on a price and make the deal. The party willing to exchange its resources sends a proposal to the other party. The proposal gets to the other party within the same turn. Upon receipt of the proposal the second party may accept or reject it. In campaign mode, only the trading part of diplomacy has been made available. You might want to use it to extend help financially to your allies.
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However, we have been able to test the Duel mode. Duels take away all traces of the strategic part of the game and instead focuses solely on the tactical portion of the game, otherwise known as combat. Here players are given the opportunity to configure their individual decks and heroes. This includes parameters such as resource level, race type, hero level, skills, spells, runes, artifacts, as well as your specialization. The resource level is the amount of resources you have at your disposal to configure your deck. Race types allow you to choose from either one of the four warring races. Your hero level decides the number of skills and life points you possess. Spells are selected from the vast array of ready made spells for each race. Runes decide the number of times you can cast a spell. Artifacts take no ether to cast in combat, and can perform a series of deadly attacks or curses on your adversary. However, they can only be casted after intervals of several turns. Specializations are unique skills that are available to your hero such as Smoke Resistance, Stones' Wrath, Burn Relief and so on. Only one specialization can be selected for each hero.
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Music & Sound effects were only recently introduced into the second beta. All I can say is - If I liked the game at first glance during the first round of beta testing, now I'm in love with it! From battle cries uttered by heroes in battle to the clash of steel and flesh between your minions, loads of ambient noises for both the creatures and your heroes are abundant in the game. Sounds are realistic and will also help to encourage immersion - What Coleridge called the "Willing suspension of disbelief". The music, although rather unsynchronized when heard alone, blends perfectly with the game in harmony when played together with the game. Each musical piece consists of four parts : an introduction, a development of the theme which has a culmination (often the loudest part), a "liaison", and an ending.
A clever game, Etherlords' unique approach towards the strategy genre aims to have something to appeal to everyone. Fans of the trading card phenomenon Magic : The Gathering will probably love the game for its battles and action. And as far as I can see, Etherlords has delivered this and more with over 300 spells, allowing you the same freedom found in Magic : The Gathering to create a multitude of individual battle strategies and put your own unique stamp on each battle. On the other hand, fans of the Heroes of Might & Magic series will love Etherlords for its strategic exploration and expansion, not to mention the pure simplicity and elegance of Etherlords' design. And for those who like both, then Etherlords is like a double bonus packed into one holistic package! Either way, if Nival stays on course, code the AI, balance the game, and whip its play testers like slaves, it could very possibly have a classic on its hands. Be sure to be on the look out for Etherlords which is scheduled to be released by November, 2001.
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