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The Second Coming of Summoner Wars - Review
- Michael Barnes
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- Mountebank
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The return of the dueling classic.
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Second editions hasn't really convinced me to buy in again. My old stuff still works great and I like the old art style better.
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There’s a lot of little changes, but it’s good that you hit the big ones.
One of the new additions that I like is the boosts and all the uses for them, as well as reusing abilities in different ways. Something like Imbued Strength (+1 attack die per boost) plays out differently on all the different units depending on how they get boosts.
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- fightcitymayor
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- Sagrilarus
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- Michael Barnes
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I haven’t noticed a time increase…if anything, I feel like the late game is more compelling than it used to be. Games could kind of peter out.
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The artwork.
SW was one of two games* I specifically sold off because the artwork was amateur hour.
1st SW was a fine game to play and I enjoyed the history/development of Colby's first title. Coming from his Heroscape background, SW's DNA is strong.
This 2nd edition is a vast improvement on visuals. I would have supported it from jump, but I just don't have dedicated partners in crime for this to see table time. And I'm not playing it online, that's a nonstarter.
Long live Summoner Wars. Long live Heroscape.
* Tiny Epic Kingdoms
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- fightcitymayor
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See, that's interesting, because I've read a lot of folks who go the other way & say the original artwork (while admittedly amateurish in spots) was at least slightly gritty and lived-in, where this new art style, while technically "better" is that annoying 99-cent app-game style that has polluted hundreds of random fantasy games in recent years. It also seems like a neat age divide, with the new style catering to younger fans raised on sterile app-game fantasy, and older fans used to a more earthy. low-budget style befitting a grassroots gaming production.drewcula wrote: I'm jumping in to repeat my old SW criticism:
The artwork.
SW was one of two games* I specifically sold off because the artwork was amateur hour.
It's like how a lot of the original D&D Monster Manual art would have never even been submitted as a first-draft today (same with early Magic the Gathering art) but it's still ultra-beloved by a lot of people.
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I'm 47 years old and a studio arts professor. That means jack shit, but its context.
SW's 2nd edition illustrations are admittedly not my aesthetic cuppa, but they are better composed and more refined. They complement the graphic design of the game.
The 1st edition might be given a nod to treatment and artistic license, except there's a disconnect between the illustration and the graphics.
The graphics and design layout for both 1st and 2nd are ace. Clean, polished, and easy-to-read. Text book example of visual literacy done well.
Those 1st edition illustrations are undeveloped. They look like first drafts. And because they're digital, there's little-to-no mark-making 'charm.' When set inside refined graphic borders, they look like an accident.
1st (and some 2nd) edition D&D illustrations work in their own twisted nostalgic setting. For lack of a better phrase, they're consistently inconsistent.
Cave Evil, and especially Escape from the Dark Tower are contemporary titles that are both rooted in hand-drawn crudeness but remain creatively appropriate.
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- fightcitymayor
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- Cranberries
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I like the art on Omen: Reign of Kings a little better, but my favorite vibe for art is Frank Miller's Dark Knight Returns [Klaus Janson and Lynn Varley], or really anything gritty and hand drawn and not too shiny. I like French science fiction graphic novel art a lot.
I am just so tired of the fantasy art pallet.
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