With Warlock 2 InoCo and Paradox is presenting us the forest setting of the magician power struggle in a revised form, the game framework has remained the same.
So you're still employed as a warlock trying to clean up the game card from mobs, Monster hotbeds and especially opposing magicians to give to cities based on profitable locations and then hochpäppelt with all kinds of building types. These generate, among other things around as gold, mana points and food research, all of which has the purpose to entertain his army or to cast spells or be required to use special resources or to be able to build units.
The first major innovation compared to its predecessor is that there is now a kind of campaign in addition to the free or endless game. An exile from Ardania Warlock fights you on so-called. "Shards", which are small islands and thus always provide only a clear pitch, seienen way back in said fantasy kingdom. The story is told in this text windows and is not very spectacular, but at least lined up some "scenarios" as an overall structure to each other. Nicely done for single playthrough.
In addition, now you have a choice of 6 instead of the known from the previous 3 races, leading to a pleasant increase in the variety of units. Nevertheless, there are still basically the difference between local and long distance fighters (magicians and catapults, etc. are also) that the analog Civ V running on the card fighting only in the correct formation (melee forward, ranged behind) must be brought to be generally successful. Separate fighting arenas like the new Age of Wonders 3 or Heroes of M & M series there is not (unfortunately).
That leaves Warlock 2 a classic Global strategy game.
However, the graphics are polished and it was again now offers more and more beautiful particle effects, which is generally quite nice to look at and with the world map look of Age of Wonders 3 can compete well.
Another change concerns the recruitment of up to 4 individual hero units obtained for gold or as quest rewards. These guys are very strong units and can also be equipped with up to 3 additional artifacts obtained by quests or can create yourself with the proper buildings and Magic. As regular units win the heroes of experience, received during the ascent additional selectable abilities and are thus increasingly - too strong partly because they can do all the enemy hordes single-handedly.
Also, the magic system has been touched in the successor: so you no longer explores now the countless spells (to the 150) in random order, but can work consistently towards his wish magic in a clear progress tree. This was absolutely necessary, but was in the predecessor randomly partly frustrating.
A final major innovation is the now limited number of cities that you may own. Allowed the predecessor still an infinite number be established at towns and conquered, so only 12 cities per player are now allowed. This purifies the advanced gameplay management and for a more fluid gameplay.
To the annoyance of old strategists InoCo has unfortunately missed the AI on a contemporary level to bring it. Still mainly manufacture the opponent Warlocks hardly a challenge, since they can often guarded their cities weak or act on the map only with individual and / or weak troops (Tier 1 or 2 in vast quantities) that are mainly more significant and later aufgelevelten units without problems settled. Only the neutral hordes of monsters again represent a certain risk, but which can be averted by rapid elimination of their strongholds.
This provides Warlock despite several levels of difficulty just in free play to the end again little challenge for a lot of click management.
I'd like to mention, but even the new Multiplayer Co-op mode, which allows you to play with a friend against the AI.
My conclusion, therefore, turns out modest than its predecessor yet. Friends global turn-based strategy are certainly better off with Civilization V and his outstanding addons and fans of fantasy resort to Age of Wonders 3, especially in addition at the tactical combat and the AI better scores.
Nevertheless makes Warlock 2 a good time of fun and is certainly more for less proven strategists a nice pastime, because the flow of the game especially in the beginning "fluppt" and just right.
Pro:
- Good selection of individual races and units
- Great choice for explorative magic
- Exiled successful campaign
- Pretty graphics
- Simple, clear control
- Very beginner-friendly
- Multiplayer modes including Koop against the AI
- Ausrüstbare hero units ....
Contraindications:
- ..... Which are much too strong during the game
- To simple fights directly on the world map
- Weak AI, which is not very challenging ...
- ... And therefore nothing for strategy professionals
- Diplomacy negligible
- Replayability and motivation even in the free play is not very high