


Absolutely everything, right from the brilliantly structured Report Menu (which details every single detail of the current state of play), to the hyper-fast load/save facility has been created with the gamer firmly in mind. The beauty of Warlords III is that it's such an easy game to get into. This game is stat-heavy to say the least, with lots of combat, spellcasting, dabbling with magical items, and looking up maiden's gowns. Well the aim of Warlords III is simple: build up an army of thugs, mercenaries, mutants and rednecks, destroy the opposition and assimilate their resources as your own. most people would have turned the page by now, but after seeing the 90 per cent score, you no doubt want to know what the hell this is all about. Top-down, turn-based, wizards, goblins, elves. However, those who've taken the time to explore further into the highly organised workings of the game itself, will know that this definitely isn't the case. Okay then, maybe not the last one (not in my case, anyway), but the rest are definitely applicable to the time I spent reviewing Warlords III - a game that could easily be dismissed (pre-judged even) as another one of those bleedin' 'no frills' hex-based fighting fantasy strategy games with titchy graphics and a high degree of unoriginality. Argh! You Know How it is when you become hopelessly addicted to a new game - the dirty washing begins to pile up, you surround yourself with smeg-encrusted dinner plates (not to mention the house collection of coffee mugs), the bills go unpaid and your wife and children leave because you've stopped talking to them.
