Sword of Aragon - Reception

Reception

Sword of Aragon was released when fantasy-themed wargames were gaining popularity and computer wargames were starting to flourish as the rules of the board games grew in complexity. The digital versions were simpler in terms of their gameplay, as parts of the complex mechanics were handled by computers instead. Freed of dice rolling, complex calculations, and coordination of the sequence of play, casual gamers were more amenable to playing these games. According to Advanced Computer Entertainment's John Minson, Sword of Aragon complied with part of this trend; its huge complicated set of rules would have made it an unplayable board game, but by hiding its mechanics from the player, the digital version could be played by anyone. However, as Minson further explained, the scope of the game was too large for casual gamers to handle, overwhelming them with "the number of factors under their control", and hardcore gamers are more likely to appreciate the game's complexity.

The Lessers of Dragon magazine believed that while the game was exciting, it suffered several design flaws that made the game too difficult for them. The computer-controlled enemies constantly outpaced their economy and military might, and the game gave them no immediate opportunity to retreat their army when ambushed by superior forces, forcing them to suffer heavy losses. Conversely, Compute!'s Adam Starkweather found it too easy in later stages of the game, as his character's well-developed armies "steamroll" their way through the opposition. The Lessers and Amiga Joker's Werner Hiersekorn felt the game ran slow on their computers, while Starkweather reflected that battles could take up to one and a half hours to complete.

Several video game observers doubted the classification of Sword of Aragon as a role-playing game. Science fiction and fantasy novelist Orson Scott Card and Amiga Computing's Lucinda Orr considered it more of a strategy than a role-playing game. Minson was of like mind, and further elaborated that unlike the Dungeon and Dragon series of video games, Sword of Aragon failed to inspire players to identify themselves with the characters, giving a "coldly mechanical experience" instead. Datormagazin's Hans Ekholm thought otherwise. He said the gameplay did not require any strategy, and considered Sword of Aragon "a fantasy role-playing/adventure game and nothing else".

Critics had minor grouses with the game's quality when comparing to its contemporaries. Minson called its interface "old-fashioned", and Biff Kritzen of Computer Gaming World said it was "clunky". Graphically, Orr and Zzap!64's Phil King found the game "primitive", though "adequate". More troubling to several reviewers was the game's copy protection system. Ekholm was not pleased that he had to unfold a flimsy poster to identify the requested city. His copy was falling apart after several identifications. The game further frustrated him when it failed to acknowledge the correct key. The provided hints were incorrect, a situation also experienced by the Lessers. The inaccuracies were not restricted to the copy protection. Starkweather pointed out discrepancies in the documentation—several features of the game were either not explained or wrongly documented.

Ekholm dismissed Sword of Aragon for its flawed copy protection and perceived lack of strategy. Hiersekorn was more condemning; rating the game poorly for its graphics and sound, and confused by its presented lists of military and economic data, he called the game a "cheap clone". Regardless, such issues did not deter other reviewers from praising the game. Pleased with the large amount of options to manage their cities and to order their armies in combat, they felt the game was deep and offered many exciting moments; Kritzen judged the system "challenging and ultimately rewarding." According to Retro Gamer magazine, "Sword of Aragon is considered by many to be the best fantasy wargame ever." Starkweather was equally pronounced in his opinion. He called Sword of Aragon addictive and was willing to overlook issues with the game, finding pleasure in formulating strategies and tactics to overcome the enemy.

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