Champions of Anteria is a tactical RTS with Active-Pause Mode in which you can fight with three of five Champions in diverse and challenging battles. Each Champion is aligned to a magical element, and players must strategically choose the powers they bring into a battle, as interactions between affinities constitute a very important part of the gameplay. Champions of Anteria PC features a completely new narrative and adventure for players to enjoy.
With a renewed focus on story, the economic and logistic features are revised and are handled via a homebase management system where you can craft items for your Champions and unlock new abilities.
This game perfectly mixes strategy with role playing. Its progression system is very complete and the story that it features is funny and interesting.
Champions of Anteria is a good example of how to combine management phases and action-RPG sections without altering either of the two.
The game is a unique blend of genres that I haven't seen attempted anywhere else, and it gets more right than it does wrong.
Champions of Anteria is based on an excellent idea but has too many structural problems. It is, in the end, a two-faced product, divided between a good strategic section and a boring action phase.
Champions of Anteria can be a really addictive and occasionally fun game with nice ideas and a neat sense of humour, but as a Straction RPeGy it’s just got far too many flaws to recommend.
Monotonous tactical battles without depth, combined with a rudimentary building part and repetitive missions.
Boring, repetitive and strategically negligible, Champions of Anteria is a way too simplicistic mixture of real-time-strategy and management. The five champions are blatantly unbalanced, the core of the gameplay requires you to repeat the same identical missions until the end credits, and the only hint of variety comes from the boss battles.
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