Share Game Description: “All beings in Beneril can sense war is coming, it is only a matter of when…”

“Warlords 2: Rise of Demons” is a fantasy strategy battle game and is the sequel to the highly popular “Warlords: Call to Arms”. Choose one of 8 races to conquer each territory in the the land of Beneril. Feel the joy of war as swords clash on armour, horses knock over soldiers, heads are chopped, arrows bounce off shields, lightning spells send soldiers flying, rocks crash into castle walls and large battering rams slam against castle doors.

Features:
54 different fighting units all with their own strengths and weaknesses. Earn money each round and spend it on upgrading buying, new units. Special attacks – some units can be powered up to perform a special action. Siege levels – use ladders and siege units to attack a castle. 2 player (same computer) campaign – take turns to attack/defend territories. Magic caster – new units can be upgraded with powerful spells. New graphics, specially composed music, and a cast of voice actors. Complete the game to unlock the demons, complete the game with 3 races to unlock the secret race!

Warlords: Rise of Demons

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Warlords 2: Rise of Demons dramatically differed with the original Warlords: Call to Arms in terms of your strategies, although the same concepts and ideas remained the same, race all of your units to one side of the map, while protecting your own side of the map with various units. For example the addition of castles greatly altered your game plan mainly because you need different units for the scenario, while other zones, such as an open field required a different battle technique. Aside from the strategic differences, I’ve noticed that all of the levels seem more difficult (in comparison to Warlords: Call to Arms) and more time consuming, altogether making the game more interesting. I remember back when I used to play Warlord: Call to Arms and I would plow through all of the enemies, but this game require a whole re-think on the original strategy, thus making your learn and focus on learning and understanding newer strategies that you might not have tried before. Also, now, the upgrade menu seems much more of an importance, whereas before you could spam wave after wave of weak infantry to win every close-combat fight, or stop them dead in their tracks with long ranged units, such as archer or battle mages. One of the things that I’ve always found unfair about the Warlords: Call to Arms series is that many of the enemies tend to pile up on one other, almost morphing into an unstoppable enemy, which is rare to duplicate with your own soldiers.

One of the new features that I like best is the addition of castles which made its mark early on in the game, influencing your decision on how to handle a level, whether you need to incorporate the use of Laddermen or Catapults, both noticeable siege weapons or if you need to alter your battle technique, in such instance as a field to more universal infantry such as swordsmen or archers. Another thing that I would like to point out is the number of units that you can invest in and control on the battle field, there is a total of 54 most of them being unique to specific classes. For example the Giant Troll (which is great for when you can send out a fleet of them, once you earn that ability) is only available to the Mountain Troll army.

Warlord: Call to Arm's art vs. Warlords: Rise of Demons's art

The art was amazing and is one billion times better than the old Warlords: Call to Arms art in my opinion. I noticed that Ben Olding hired a new artist for this project to help him out to give the game its beautiful looks that its currently and forever will portray. One thing that I liked best about the art was the use of textures that were displayed in the map, that gave each region its own look and feel that only used to be portrayed with bold colors that weren’t too visually appealing, although they did the job. Another nice touch to the map was the addition of clouds, which definitely and undisputedly made the game more lively and more interesting. The art displayed in the battle field was amazing, I loved the character designs and the grassland and all that good stuff that made the game, unarguably visually appealing.

The sound was awesome and deeply reminded me of the hit adventure game Oblivion for the XBox 360, though I haven’t played that game in so long that I could be going crazy, but the idea remains the same, perfect adventure music for an epic game. The in-battle music was really dramatic, which is perfect for a battle scene. I especially like the change of music between the menus and the battlefield, since the developer was aiming for two different effects, one calming and one a bit more action-packed themed, which created this neat effect. I liked the sound effects which narrated the unspoken, the sound of war, shields clashing, horses trampling a valiant soldier or the frightening sound of a catapult firing.

The difficulty ramp was all up to you in this game, sometimes I like to take down the demons first and then go up against the small and weaker enemies of the surrounding country-side. As you may already know, if you’ve played the prequel Warlords: Call to Arms each region on the map is ranked at a different difficulty, all of your close-by neighbors generally have weak defenses, because that is how the game begins, with weaker enemies. As you progress throughout the game you’ll notice that there can be large gaps of difficulties from one enemy army to another. Obviously the main enemy of the game is the demons, which most people save for last, because taking them on at the beginning of the game, will most likely result in your failure (although I have done it once and only once). Overall, the difficulty was all up to you, you can take on any enemy right from the get-go, but sometimes it may be smart to take on some of the weaker armies before advancing onto the tougher, elite armies, such as the demons.

The replay value in my opinion wasn’t too high, sure there was extra classes that you could unlock, or the thrill of completing every single campaign, but who wants to run through the same campaign ten times just for the heck of it (besides unlocking two different races), there has to be some somewhat everlasting incentive to make you come back. Such examples could be in-game achievements, or a survival mode, because I guarantee that no one in the right mind will run through the game ten times, just for fun. Let the users earn achievements along the way, there is going to be some people that need that little bit of extra motivation to complete the game and in-game achievements are a good example of just that.

In conclusion, Warlords 2: Rise of Demons was a must play, especially if you liked its previous installment Warlords: Call to Arms! There were no noticeable flaws in the gameplay, as the difficulty remained consistent throughout the game and constantly challenged player to think of unique strategies to thin out the onslaught of enemies. Also, difficulty ramp worked like a charm, as you, yourself, got to choose how you wanted to play the game, whether you wanted to fend off elite troops in the beginning of the game or if you wanted to build up your army fighter smaller and weaker armies, It was truly up to you! In addition, art was fantastic and made the game so, so much more visually appealing than its earlier installment Warlords: Call to Arms. The sound was terrific, as so were the sound effects. The replay value needed a little bit of work, but the game was altogether fun and exciting, even if its didn’t include little in-game achievements. Overall, Warlords 2: Rise of Demons was an amazing game and is a must play game! [Play Warlords 2: Rise of Demons]
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