Lords of Atlantis
- Release Date: 03/28/2012
- Publisher: 6waves
- Developer: Game Insight
- Genre: Facebook, Simulation
Lords of Atlantis is a Facebook role-playing city building game developed by Game Insight and published by 6Waves Lolapps, whose previous credits including simulation hits Ravenwood Fair and Ravenskye City.
The game starts out with the legendary Atlantis civilization destroyed by fearful disasters. The late tribal chief managed to lead a small team of Atlanteans to find refuge on an uninhabited island walked by ferocious dinosaurs and beasts before his heart ceased. You are selected by the tribe members to be the new chief for your outstanding leadership and wisdom.
With everything destroyed in the disaster, you have to start with from scratch by building shelters and supply systems, training young warriors, driving away the preying bandits, developing science and cultivation, searching for promising mercenaries, discovering the lost ancient ruins and artifacts, aiding the chiefs of other tribes in need and reaching out to the islands nearby. Faced with the unexplored land and the unknown future, the remaining Atlanteans can only count on you to re-build the homeland and revive the previous glory of Atlantis.
As you might guess from the title “Lords of Atlantis”, it introduces the mythology of ancient Greece as a way of distinguishing it from tons of other “heroes and dragons” themed fantasy titles.
Lords of Atlantis uses a more graphically rich interface than most of the wargames on Facebook. The character avatar, some useful sidebars as well as the typical buttons, for example, are all neatly yet well structured.
As a new young chief of your tribe, you must lead a small group of your fellow people to create your new homeland on the uninhabited island.
The Greece theme does not change anything substantially about the basic gameplay. Besides the short opening presentation, the game even doesn’t have a linear story-driven quest system to cover the building part. There is no dialogue at all; you just click on those quest icons appearing in the left hand side screen and you bring up the quest window with simple quest descriptions. Apparently, the game producer is too lazy to add some other images of NPC quest givers, and all the quest icons look the same. Quests guide you through setting up your first build, levying your people for the first time, and owning your first army, which earn you some rewards and experiences and boost your next level-up. Most of you must have known such gaming rules that are just obeyed by thousands of games, so far there isn’t much worth talking about.
Besides the domestic development to attend to, exploration of the outside world is also a must. The same idea behind the wilderness map is that the tiles make it resemble an isometric board game. There are tiles of board including various terrain features like trees, rivers, swamps and valleys; there are board pieces like player armies and stationary enemy guards. You can select a certain location to seize or a certain NPC to attack, and then a “reptile rider” icon which stands for your chess piece will start moving slowly from your village to the destination. The countdown timer also shows how much time it will take to reach. There are still no combat animations in the game. Instead, the real-time combat report window will come up, allowing players to track the progress of combat. The progress bar moves continually, and is split into equal sections indicating different phases of combat. You can quit the combat anytime, and depending on the phase that you have just reached in the combat, you will be rewarded with different items. Generally, you will get a unique item if you complete all the combat sessions.
The game doesn’t come with much social elements. You cannot form corps, or conquer village of each other and cannot raid，and the worst thing is that the game even are not built with a real-time chat window. Without a chat system, it just takes away the multiplayer experiences that an MMO, especially a wargame which extensively encourages teamwork offers. So I doubt anyone will be happy to login to their Facebook and do repetitive works in a game which does not provide a way of communication.
Lords of Atlantis will soon be on slide into oblivion for sure due to the infertile imagination plan executed in the game. The social elements are so weak, making it hardly survive in the competitive social gaming market.
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