
When the first game was released in 1999, it already looked outdated. In the modern era it would hardly pass (graphically, among the subnormals, children, and hacks who review games) for a half-assed indie title - even in 1999 (a time when, arguably, nearly all graphics were primitive and 'ugly') it was often remarked upon negatively for its graphical shortcomings. Nevertheless, since the game was a product of pure craft, what graphics it did possess were A) infinitely presentable, and B) charmingly executed. Honest reviewers acknowledged that if the presentation wasn't cutting-edge, it was passable, and in any case it was paired with deep, engaging and challenging gameplay. It also had a magic system that was deliciously broken, and crafty players could discover all sorts of hi-jinks to turn themselves into demigods.
The series might not have ever developed Warcraft's following, but among the hardcore Age of Wonders I is generally acknowledged as a masterpiece. I hate using the word 'hardcore', but that's what it comes down to: the game is unforgiving and if you cannot handle strategy, tactics or adversary, it is best to avoid it. It is one of those games which requires tact and some trial-and-error. There is no hand-holding, and losses are inevitable. The sequel (and its standalone expansion) carried on the tradition with varying degrees of success. The first missions alone can prove, on easy, more difficult than entire campaigns in other games, levels can take long and get brutally difficult even against basic AI. I would not go so far as to call the game masochistic, myself, but others might – odds are they're softies, though, with no real appreciation for challenge and glory.
With the modern explosion of game sequels, it is ultimately unsurprising to see the return of a great series backed with significant nostalgia. Yet the story is probably the best of the year (which is already a good one), even better than the Age of Empires II HD release. One of the best parts is that the success of Minecraft is partially responsible, which means that, whatever you think about Minecraft, it finally gave back to the community. I say all this before Age of Wonders III is even released: good news is good news, and I am happy about this.
After the Nerd Bubble article it may seem that I am a cynical outsider to nerd culture or even an elitist myself, but I am simply a lapsed gamer who used to care too much. I continue to play AoW1 because it is that good, and GOG.com sells it at a fair price (and sometimes a steal price), so anyone can play it even on the most modern hardware. This is truly the best era of gaming: even the ghosts of yesteryear are coming back to life. However, I would like to caution myself and others who are getting hyped already. Let's keep our expectations realistic.
The more I read about the AoWIII project, the more I like it. Michiel can den Bos, who composed music for AoW1 (not to mention Deus Ex and Unreal, two other dear favorites of mine) is apparently on board. Truly good news, because he never did a bad job of scoring a game. Evidently the old crew is, for a large part, assembled on the project. Triumph Studios are no loafers and I don't expect they will release a garbage bag, but it's been a decade since they've tangled with the AoW series. The main question, quite possibly the most pertinent and exciting question, is whether or not Age of Wonders III will recapture the magic of the first game. To do so will be a challenge - the first game had something like 12 races and unit exposition for each and every of the 48+ units. Just to execute this small part (which had much to do with the 'sense of magic' in the wondrous debut) can be difficult, and to ignore it would annoy at least some fans.