Amiga Power
1st March 1992
Author: Matthew Squires
Publisher: Silmarils
Machine: Amiga 500
Published in Amiga Power #11
Storm Master
Blending elements of Dune with some gorgeous graphics and your standard strategy wargame, Silmarils come up with a Kingdoms for the '90s
You remember Silmarils, of course? They're a French lot, they used to be distributed by Palace, but now a new outfit, Daze, are bringing them into this country. And yes, they've actually done some quite good games, Boston Bomb Club most recently. (They've also done some rubbish, like Crystals Of Arborea, but we'll quickly skip over that). Anyway - like almost everybody right now it seems - they've got the epic fantasy game bug at the moment, though, being French, their effort is rather weirder than most. It's also rather good - I've not been submerged into a more atmospherically pleasing fantasy-cum-strategy trip in a long time.
The introduction sequence certainly unfolds rather slickly - good artistry and atmospheric music all go together to create some great storm effects helped by some lovely shades of orange and purple - and happily the game behind it doesn't disappoint visually either. This is a very good-looking product.
The action is set on a strange planet called Urgaa, where the power of wind governs all natural harmony, and the dynasties of the twin islands of Eolia and Sharkaania battle for absolute power. The evil, nasty, meanies are the Sharkaanians. All you need to know about the history of the lands at this point is that Sharkaanian mercenaries have murdered the Grand Magister of Eolia and you have been appointed by the Council of Seven to take on the role of Chief. Success, destiny, power, and the fruits of victory - which, of course, include the chance to marry a typically beautiful princess - lie in your hands. Some things never change, eh?
The setting is a sort of cross between Jules Verne and Dune then, but the game itself is decidedly another modern variant on the Kingdoms theme, something that seems to be quite popular at the moment. As Grand Magister you control evreything, from creating magic spells and controlling the growth of food in Eolia to commissioning Kray twin-type characters to assassinate the opposition or launching full scale campaigns against your neighbours. It's a managerial juggling act then, with you flicking from screen to screen in an attempt to build up your nation's power to a point where you can either mount an attack on Sharkaania or, if everything's going horribly wrong, at least ward off one of their attacks. Skilful and shrewd use of your kingdom's resources should enable you to establish stable control - careless over-spending or negligence of your people could see you murdered in the bath by an embittered subject - allowing you to concentrate on building up a successful offensive.
So how's it structured? Well, the first screen of the game gives you a choice of six scenarios and five levels. Each scenario deals with a different period in the history of Eolia. Scenario zero is entitled 'The Golden Age' - set in the year 7272, it gives you an ideal start (Sharkaania has been struck by famine and the Council of Seven ruling Eolia in great harmony).
As I mentioned before, making just about anything work in your kingdom requires you to use the winds. Wind enables you to get around - in wacky great flying ships - and, even more importantly, run the economy. Manufacturing is achieved through windmills - you'll need these to help build your flying ships before you get to go anywhere, for instance. (There's no chance of using the water that surrounds your island for transport - it's occupied by a humungous great sea monster beastie who'll gobble up anyone who risks it). During play you can hurry time on by clicking on the date icon, but be careful - the more you do this, the longer the baddies get to plan their strategy or pillage your lands.
The centre of the game is your Council of Seven screen. To go through every aspect of the game means clicking on the appropriate character - Adviser, Ecclesiast, Master Miller, High Constable, Joker, Leonardo, Scribe, Inquisitor and Commander. They are your deputies, if you like, and you must go to one of these to access any part of the game. Almost everything you do costs money (measured in 'Kaa') - how much you have of this is indicated in the treasure icon at the bottom of the screen. Don't spend it all at once, though - remember that everything in this world is linked, and could affect your people's well-being.
The rule seems to be coordinate and delegate but never vegetate.
And there you have it really - you certainly can't complain that it doesn't give you a lot to do. Though it's true that we've seen this sort of thing before - everything from Mega Lo Mania to Deuteros to Realms has a bit of Kingdoms to it - it's rarely looked this good (the 3D combat section being particularly striking). Your animated ship takes off from an airbase in your kingdom and is controlled by means of the icons at the base of the screen. With these you control the direction of your ship, and whether it lands, loots or bombs enemy territory. Once intercepted by an enemy ship you automatically go to 3D action mode. It's all very impressive - distinctively individual and very stylish with stunning sound effects to match the zap of the giant crossbows and thump of the air-to-air catapult as it launches its massive bombs.
Storm Master has scope too. Five different scenarios mean you can approach things from a number of different angles - you can build up your kingdom from scratch, or you can come in during specific periods of war or famine.
So what's wrong with it? Well, very little, as it happens. This might not be quite as impressive as recent Ubisoft products, but it's easily the best from Silmarils yet, and pushes them towards the fore of French publishers. What it sets out to do - provide an epic strategy/management thing in a fantasy setting - it does very well, and if there's nothing all that original or new about it, well, fair enough. Complaints about the gameplay - it can be frustrating not being provided with the right components to build your airships, for instance - are few and far between.
A megalomaniac's delight then - perhaps more immediately accessible than Realms, say, if a generally less ambitious project. What can I say? I thoroughly enjoyed it.
The Bottom Line
Uppers: Well put together, easy to use and atmospheric Kingdoms variant. Well up there with Realms and the rest.
Downers: It outdoes itself in some sections where the effects are so good that the gameplay can't match up.
Stunning graphics, slick animation and sound effects - it's mesmerising and thoroughly enjoyable to play too. Put the cat out and make sure the Pizza Delivery people know your address. This one really is special.