New races, new magic and that's about all I remember from it.īrings me to why i searched about AoW, i overlooked this franchise for some reason and after trying Shadow magic for 1 hour (tutorial 1 and part of the second one), i begin to think i was just right. Shadow Magic is supposedly AoW2++ and most people think that it's better to play this than vanilla AoW2. Overall, AoW is to AoW2 exactly like HoMM2 is to HoMM3. This activates a whole new ending for the mission and has some neat consequences. It would never cross your mind to bribe the Frostlings like mad until you become peaceful with them, then turn on the Orcs and defeat their leader. The campaign's not as well-done, mainly because it's very linear now, but it does have a bit of branching, which was a pleasant surprise because of how well-hidden the choices are.Īs an example, there's one mission where you start allied with the Orcs versus the Frostlings, I think (maybe it's the other way around). Combat is unchanged, though as a personal preference I think that AoW combat had a slightly better feel to it. There are new races, some of which replaced some old ones from AoW like the disappearance of the Arzacs and the introduction of the Tigrans as a replacement. There are more spells now and they're well-done. You can now build a shitload of buildings that unlock specific things. It introduces the new "Wizard's sphere of influence" system, which at first I didn't really like, but it grew on me. The campaign was interesting and branched out a lot until the final scenario.ĪoW2 is basically an upgrade of AoW1 in all areas. City development was very basic: you upgrade a city over a couple of turns and it would immediately allow production of the next tier of units. The atmosphere was really good, it had nice artwork of the units and backstories for them and the combat was awesome.
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