- August 29, 2016
- Ubisoft Blue Byte - duplicate
Champions of Anteria
A MOBA with an identity crisis or an RTS with too little to offer? Champions of Anteria strikes an odd balance that doesn't quite gel and isn't helped by its numerous problems.
Platforms
About
"Champions of Anteria" is a strategy game where players engage in elemental combat using different combinations of Champions' powers to defeat enemies. The game features a vibrant, dynamic world with various environments to explore and conquer. Players can pause the game to strategize and switch between Champions, requiring tactical decision-making for triumph.
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- The game features a charming art style and humorous dialogue that can be enjoyable for some players.
- The combination of city building and tactical RPG elements offers a unique gameplay experience that can be engaging.
- There are strategic choices to be made in hero selection and skill management, which can add depth to the gameplay.
- The AI is poorly designed, leading to frustrating combat experiences where characters do not respond to commands effectively.
- Gameplay becomes repetitive quickly, with missions feeling tedious and lacking variety, especially due to constant enemy respawns.
- The reliance on Uplay for game access and performance issues, including crashes and bugs, detracts significantly from the overall experience.
story
34 mentions Positive Neutral NegativeThe story in the game has been described as lackluster, with many reviewers noting that the humor falls flat compared to the developers' previous title. While the gameplay features interesting tactical choices with a roster of heroes, the narrative feels repetitive and overly reliant on cheap jokes, detracting from the overall experience. Many players expressed a desire for a more engaging and less satirical storyline to enhance the game's appeal.
“The mix of 5 heroes when you can only bring 3 to a mission combined with the craftable turrets and potions makes strategic choices on mission loadouts important.”
“The missions are interesting tactically because you have to choose 3 heroes from 5, decide how to approach the map, and what/when hero abilities and consumables get used.”
“There's a nice variety of missions, although some of them take a few tries before it's clear what you are supposed to do.”
“To be honest, I’d rather have seen a story that was less satire if nothing else to hope for a better overall narrative.”
“The missions quickly feel repetitive.”
“By the end of the first non-tutorial mission, I literally just had her run away from enemies in circles while my other two characters killed them because she had no health left and I couldn't for the life of me get them to attack my tank or mage.”
Champions of Anteria Review – Master of None
A MOBA with an identity crisis or an RTS with too little to offer? Champions of Anteria strikes an odd balance that doesn't quite gel and isn't helped by its numerous problems.
50%Champions of Anteria Review
Oh, how great it would be if this had been thought out a little better. Unfortunately, the concept of mixing multiple genres into one is not enough to make the end result fun. The main reason why Champions of Anteria failed in doing so is probably because, although it offers city building, campaign map strategy, and tactical ARPG gameplay, it does it without adding any spices to make the dish tastier, and thus, worthy of seconds.
50%Champions of Anteria Review
Champions of Anteria has some undeniably neat ideas, and I’ll always be more accepting of a game that fails trying something new. The combination of Action RPG and Village Building works well, and the Elements system may be pinched from Divinity: Original Sin but adds a deep strategic slant to both Action and Building and makes both sides far more compelling. Unfortunately while the Building side is simple but fun the Action side is deeply flawed. The controls aren’t precise and sometimes your orders just won’t be received, plus the reliance on health potions makes the whole thing boring. It’s the atrocious AI that stakes the Action side in the heart though, with Special Attacks hitting thin air, allies that refuse to attack unless you directly order them, and pathfinding that will literally have both allies and enemies run around the entire map to get to a point an inch away – and not caring what dangers they’ll inevitably run into. Furthermore bugs and performance issues were extremely troublesome.
65%