Immortal Realms: Vampire Wars
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Immortal Realms: Vampire Wars is an engaging strategy game set in a dark vampire world in turmoil, that combines empire management and turn-based combat with unique card-game elements. Descend into a mythical world filled with horrors and legends – and hurl yourself into a compelling gothic epos paired with a challenging game experience. FEATURES: • Experience an enthralling story spanning across 12 meticulously crafted missions from the perspective of four mighty vampire lords. • Discover the Bloodlines: Command one of three unique vampire clans with distinctive units, powers, gameplay mechanics and characters. • Vampiric powers: Original card game elements enhance the gameplay and provide a refreshing take on the genre. • Strategy & Tactics: Command your armies, recruit new units and unlock crucial technologies in the Sandbox mode, and then put your skills to the test in the action-packed Skirmish mode. And the story-driven Campaign provides even more varied content.
Steam User 2
Hear hear!
Positive recommendation for this game, albeit a light one, but please read to find out why!
The recommendation is limited, but understands some good things in this game and you need to proceed with its content wisely to enjoy it. I am afraid that this game does not want to overstay its welcome, meaning the advice below help to enjoy it for the first 10 hours.
To appreciate this game, you should first get it on important discount, then play the SANDBOX mode and preferably with one of the faction other than the Dracul, and not in Wermont. You don't need to start the tutorial or the campaign.
Sandbox will show you a lot of features and will be rather easy to play. Aside from the early turns which can get difficult! It has a great "one more turn" effect, and also allows autocombat in many more situations than campaign.
Once you have done one sandbox you will be able to play the campaign while appreciating the difference: with nice story and illustrations, tougher battles and another faction. You will then have the skill level to win the tough battles, the knowledge to use the province buildings and what is required to use the economic opportunities when they come.
Campaign has otherwise an uneven pace and an uneven writing.
I advise to tackle the campaign in short sessions
Many players, including myself when I first tried the game, misjudge it because they tried the campaign first.
So they had tough battles and an uneven rhythm that puts you into one battle after the other.
Sandbox will instead show you more features and all the difference between troops, spells, province buildings and factions, it's a better entry into the game to get you interested, and to appreciate the simplicity of the campaign early steps after, being confident about what you'll get later.
I found the game actually pretty good once I did so.
It's not a game to replace the best ones out there, but it really defines its own identity with the vampires and spells.
I played the Moroia in sandbox and could then appreciate the Drakul's different style in the campaign, the more restricted way of the campaign and the story.
3D is not the best in this game but there is a lot of crazy content: with spells, upgrades, lords and troops to recruit, powerful items to equip on your characters. While sandbox AI cannot compete at some point, campaign is different as you can end up in more difficulty there.
It is a game you should acquire during a discount but once you take the content the right way, you can appreciate it better.
Content
The game has nice illustrations, music and atmosphere.
It features three distinct clans with their own set of recruitable troops, lords, playing cards and upgrades ; at least one fourth faction is also present in game, though not-playable I think.
You move your troops province by province, using one action per province, and one action to use any provincial feature. this removes a lot of the movement micromanagement that appeared since Rome Total War, as you can move through clearer regions.
Armies can move even without a lord but a lord gives them +1 movement.
Lords also allow to use their mana for casting combat spells (represented with playing cards), which they can unlock and then upgrade with one of three variants for each spell. Their Overlord also has different, more powerful spells. In addition, troops have skills, gain experience and veterancy levels, and veteran T1 troops can really hold their own to some effect.
For strategic spells (also cards), the game uses a currency: Blood.
Blood is a very flexible economy with several sources of income and a lot of spending options for it.
You can earn more Blood by using action points and completing missions. But you can spend a big lot of it in many ways, like maintaining your troops, recruiting new ones (Tier 3 especially is expensive) or using powers.
There are provinces with towns and villages which you can control, upgrade and immediately feed from, but if you conquer them and leave them alone they will still provide a blood tax every turn.
In sandbox mode you can pick Quests very regularly and fulfill them to gain Clan Experience and Blood. Once your Clan gains levels, you can pick Clan Powers from its technology tree.
Armies can be recruited in Dungeons (the clan's base of power), cemetaries, lairs, forests, occult libraries and others, with different troops in each, and you can even recruit troops outside your own faction.
There is a lot of content, though it seems to me that it lacks a map generator and maybe sandbox campaigns of sorts with more difficulty per episode and a carry over. Meanwhile, after playing sandbox for about 4-5 hours, you will be ready for the full campaigns!
Battles
Battles are played on a tactical grid map with an order of initiative, like in HOMM but a lot more tactical. There are streets, blocking buildings and ways to use that to your advantage.
It is because of these limitating buildings and thanks to nice spells to combine that AI is often overpowered.
Heavy Cavalry needs a full clear lane to be used to its full power, heavy infantry is tough, there is a strong bonus to surround an enemy, troops can have special skills with cooldowns, etc.
In SANDBOX mode you quickly learn how to beat enemies. Since it is like a boardgame with enemies starting as same power as you did (and no "cheating bonus" by default), you can then take the lead and learn the game at a better pace. That's why I advised to use it first.
Campaigns then fits as some kind of more challenging mode to try out, with more story to reward you as you progress, a simplified economy which suits you at this time, a slower and more balanced pace and more "unknown mystery" about what you'll have to beat
Many players did try it differently and disappreciated the game.
I did so too at first.
This is not what the game deserves.
Although this game will not replace AOW4 or Total War and I don't know how many hours of game time I can use it for, it clearly goes above 6 or 8 hours of fun with sandbox + first campaign mission. And there are many more campaign missions, however campaign has a bit less "one more turn" effect than sandbox.
I find out it is a very good game on its own; holding its ground; with a nice adequate atmosphere, a lot of quality creative work . You can have it on discount if you want to optimize this, but now I appreciate what I got and I finally could play the game and feel the Moroia and Drakul differences.
It suffers from a problem of pacing and discovery in the main campaign which is fixed in sandbox ; but sandbox is then too easy... which is fixed in campaign ;)
I hope this helped!
Steam User 0
Le jeu à une bonne ambiance vampirique ^^ C'est mignon et surtout amusant, la bande son est originale. Le gameplay est plaisant, avec un système de carte à jouer. Une campagne et escarmouche sont présent. Bon jeu de stratégie. Je le conseille.