Game Review: WarLands (W-Cubed Studios, 2012)
Genre: Games, Turn-based Strategy
Roll in industry: Casual
Target Demographic: 9+
Monetization: Free app, advertising, in-game purchases for additional map-packs
WarLands is a fairly straight forward expand and conquer turn-based strategy game. Not much too it, I am afraid.
You have two types of troops. Triangles are better at attacking. Dots are better at defending. Terrain is similarily simple. Your attacks from forests are improved, defence in a castle likewise.
Beyond that, well, there is not much beyond that.
There is a configurable fog-of-war. The more units you have and if you are looking from a castle, the farther you can see. This is a nice touch. But, I have been playing war games since the 1970s. In fact, I started in 1970. The major problem with board games is the limit fog-of-war. The major advantage of computer driven strategy games is they can easily implement fog-of-war. We should all expect this feature in any war-based computer game.
The few times I have tried to play online against other humans, they have ghosted me. Some kind of turn-time limit would be very useful. In this case, it might be useful if a conservative AI took over for the human – just to keep the lights on in the castle.
A good game, but what is missing is the community and community support (must be part of the game mechanics). Take a look at my review of Warzone - turn based strategy (Ficker, 2017). At a high-level, also a fairly straight forward expand and conquer turn-based strategy game. But, Warzone is all about building and maintaining community. The game, that is, is just the experience we humans use to maintain community.
W-Cubed Studios. (2012). WarLands (iOS) [Video game]. USA: W-Cubed Studios.