Driftland: The Magic Revival – Key Features:
- fantasy strategy in a world of floating islands;
- a blend of RTS, 4X, and god game elements;
- move and transform floating islands;
- a deep magic system;
- multiple gameplay modes.
Article by: Susan N.
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It’s that time again! The writers of Chalgyr’s Game Room get together to cover some of our favorite music in video gaming. This month we are bringing the strategy genre to the forefront, and that is no easy feat! While several game genres have subgenres within them, the list of games and the memorable music out of those genres can be a little simpler to narrow down. However, strategy contains RTS, Tactical turn-based, AND 4X strategy games which makes the list a bit tougher to shrink down. I have one for each of those subgenres because it’s impossible to pick only one or two songs in total.
Starting with the strangely easiest subgenre of RTS, I have two picks that are the most memorable pieces. In a move that should shock no one, the first is the track titled “Heart of the Swarm” from Starcraft 2 Heart of the Swarm expansion. It was written by Neal Acree and Cris Velasco, although there are multiple artists attributed to the Starcraft 2 OST. Second, is also a track that should shock absolutely no one, and it is arguably the most memorable track of all time. How do I know this? It’s because I’ve never played a Command & Conquer game and yet I am still familiar with the music. THAT is how legendary Frank Klepacki’s Hell March is. Not only do I know the song, but I also have several OCRemixes of the track as well. I can’t put it down and I also can’t explain why it’s an infectious song.
Under the subgenre of tactical turn-based strategy there are a couple of legendary composers, but only one stands at the top. He is a musical giant. And although it was confusing to some of my colleagues, I’m a fan of Battletech. When Harebrained Schemes and Paradox Interactive released Battletech in 2018, I was all over it. This means that the composer for Battletech is none other than Jon Everist, who has written music for The Lamplighters League, Overwatch 2, Star Wars Outlaws, and Shadowrun: Hong Kong. I can’t pick out a single track for Battletech because there are so many good ones, but if I had to pick something it would be Coronation Day. There’s something to be said about the quiet build before everything goes to hell. This song plays as Kamea Arano ascends the throne and it is also the point where her uncle disapproves of her decisions and launches a coup d’etat behind her back. It’s quite the hook for players. The music effortlessly conveys the rise to power as well as the sinister plot unfolding. The music and the game are top notch in my books.
The last subgenre I’m covering is 4X strategy. There’s a ton of beautifully composed tracks attributed to the 4X genre like Endless Legend, Age of Wonders, Humankind, Sins of a Solar Empire, and many more. However, there are two titans when it comes to music for me and that is Andreas Waldetoft who is responsible for the masterful pieces in Stellaris. The other is Christopher Tin of Civilization IV. I’ve previously talked about how I feel about Baba Yetu from Civilization IV so I won’t go into too much detail. This piece captivated its audience in a big way. There have been very few games where I can honestly say I would open the game just to hear the music. (The other game that has managed to achieve this was Jack Wall’s Theme song to Myst IV Revelation.) Baba Yetu, will always top the list for me. However, Andreas Waldetoft has written some amazing pieces for Stellaris. I particularly love the song called Faster than Light. It begins with a soft melody that builds in the background with long notes. Then, the vocalist enters the track with her beautiful soprano tones. When travelling through the vastness of space to take out your opponents, this song keeps your focus on the objective. And although I haven’t played a ton of Stellaris, the music is simply breathtaking.
Mikhail Anatolyevich Kostylev (better known in many parts of the world as Lind Erebros) is a Russian musician and composer who has crafted albums (the Elven Oratory trilogy) and movie soundtracks (two credits currently - Twenty-eight Panfilov's Men and Tanks) alike, but is probably best known for his video game credits, which include Royal Quest, Age of Decadence and three of the Shadow Flight titles.
However, my first experience with Lind Erebros' music was the King's Bounty Series. I absolutely love these strategy games (at least the classic ones - I was less fond of King's Bounty II which Lind Erebros' music did not grace). While the stories told within the games can be a bit strange or even downright goofy at times, the strategy is top-notch and the army building elements are downright addictive.
Even with those qualities, the thing about these games that always stood out the most for me? The music. Horns and flutes that create both quiet, reflective moments and those punctuated with walls of sound that ratchet up the tension. The first game in the series, King's Bounty: The Legend's soundtrack was the highlight of the game for me. Just give a listen to the song Home Lands, and tell me you don't immediately feel like you're embarking on a magical adventure. The creepy, ethereal sounds of Fear hauntingly reflect dark, dank crypts during your explorations. Last but hardly least, Warlord Horn and In the Heart of Battle are the embodiment of music you would expect to hear as you enter an epic battle.
Remember these? MechWarrior 2, MechCommander 1, MechCommander 2, and MechCommander GOLD? I fell in love with these game series with their awesome mechs, the Real Time Strategy genre, and the beautiful music that created the atmosphere, the workmanship of the mechs, and the progression through the game. Duane Decker is such a powerhouse in music composition for games, television, movies, mobile games, his own albums, as well as licencing production music for TV and films. You can check out his credits here!
In the immortal words of one of the mech pilots, "This is Goblin! Do what I can sir!" Each and every pilot had their own voices that resonated with the gamers that have played the games. The music brought you into the atmosphere of being on your own and having missions to accomplish. The opening sequence, down through the skirmishes, and right to the very end you were entrenched in the mech atmosphere of combat. Nothing says it better than the track where you're lining up your mechs to take down an enemy.
Over the years Duane Decker's mech music has been an integral part of focussing on the work I was doing or just enjoying a few tracks to feel like just me inside my mech towering above the combat field. Each track on MechCommander 1 was related to the mission you were on. I couldn't find anywhere a list of track names. They were all listed as either 'Track 1' or 'Music 01'. The track I just listed is reminiscent of reflecting on what had just transpired after victory. One person listed this title for that track and called it 'Reflections' in the comments.
A big Thank you to Susan N. for whispering in my ear the series we used to play together years ago!
Now as I write this, I am longing to play again. So, while you are enjoying the music feast we presented this month, I'll be pulling out my old game cds and firing up whichever MechCommander or MechWarrior game appears first! Happy Summer Holidays all in North America. It's turning out to be quite the heat wave!
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For the latest information on ENDLESS Legend 2, visit our Steam page, and follow Amplitude Studios on our social channels: Discord | Facebook | Instagram | YouTube | X
Amplitude is a team of experienced, quality driven video game lovers and creators of the finest strategy games with the help of our players! Founded in 2011, we are a French indie studio with a team of over 180 developers based in Paris with an international team hailing from all over the world.
We are well known for our critically acclaimed ENDLESS™ series, played by millions worldwide, and for Humankind™, our historical strategy game.
Our close relationship with the community is a core feature of the studio’s philosophy. We’re proud of the way we create games together with our players via Amplifiers, our custom-built community platform that enables our community to play a key role in the creation of our games at every stage of development.
Hooded Horse is a publisher of deep strategic and tactical games with people and partners around the world – From the distant past of Manor Lords and the haunted woods of Against the Storm to the depths of space in Terra Invicta and Falling Frontier. Our goal is to empower and support developers in doing what they do best: creating world-class experiences for their audiences.
You can find out more about us on our Steam publisher page, as well as our social channels: Twitter, Bluesky, Facebook, YouTube, Discord, and website.
© 2025 Amplitude Studios SAS. All rights reserved. Amplitude, Amplitude Studios, Amplitude’s logo, Endless Space, Endless Legend, Endless Dungeon, Dungeon of the Endless and Humankind are registered trademarks of Amplitude Studios SAS.
Article by: Susan N.
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We will continue to build on the Early Access release with gameplay improvements, new content, and more in future updates.
Revival: Recolonization is a 4x strategy game set on a post-apocalyptic version of Earth, where the terrain and rules of engagement can change during key moments. Players will lead a fledgling band of people as they rise up, improve their technologies – using all manner of weapons, from ballista to war elephants – and lead Humanity to re-take the Earth from an insane AI.
Revival: Recoloniation is the first entry in the Revival franchise to appear on PC. The first two entries debuted on feature phones.
HeroCraft PC is a subdivision of HeroCraft—an established developer and publisher of high-quality games, including King of Dragon Pass, Tempest, and Warhammer 40,000: Space Wolf. The company’s portfolio comprises over 10 games with a focus on role-playing, action, and strategy titles. HeroCraft PC is currently publishing several games, including Anvil Saga (Steam), Revival: Recolonization (Steam), Catizens (Steam), Roboholic (Steam), Gravewood High (Steam), and Organs Please (Steam).
Age of Wonders: Planetfall - Invasions by developer Triumph Studios and publisher Paradox Interactive—PC (Steam) review written by Susan N. with a copy provided by the publisher.
Estimated reading time: 5 minutes
Age of Wonders: Planetfall - Invasions is the second expansion to the critically acclaimed 4x Strategy series. This expansion adds a ton of gameplay, a new race, a new NPC faction, world events, and new gameplay modes. After playing through this expansion over the last couple of weeks, I found Invasions engaging and well worth the time played.
Since Invasions is an expansion to an already fleshed out game, I'll cover the new features in detail before talking about my gameplay experience.
The most notable addition is the new lizardlike race "The Shakarn" that is stealthy and hungry for conquest. It is a race that can traverse water, giving them an edge. Shakarn comes with its own set of tech which includes mechanical hacks, propaganda, and holotech.
The new NPC Faction The Therians are space pirates that are easy to tame. I say this because the Therians are genetic mutations of humans with animal DNA. And they treat the players like dogs with quests titled, "Who's a good boy" and "The Waking Earth." (because dogs dig up the earth for treasure... Players must eliminate the creatures that come from below.) Anyways, doing quests for these space pirates comes with benefits like the ability to trade for sharpshooters or hunter camouflage.
In Invasions there are two new disaster mechanics that add an extra element of strategy to the already complex 4x game. The smaller disasters are world events that occur at random. In my playthrough, I encountered a couple of different ones like Earthquakes, Crystal Meteors, and Superstorms. Late game, players encounter Voidbringers events which are larger disruptions in a player's strategy.
In my playthrough with the Invasions expansion, I did things differently than the base game. Originally, I opted to take every mission or quest to see what would happen, without regard for winning the campaign. (Those of you that read my previous review know that I have much more experience with Civilization than Age of Wonders, so I'm still learning the differences with this title.) As one would expect, I failed quite spectacularly since I made deals with factions who were warring against each other. I did not keep many friends in those playthroughs...
The Invasions expansion brings world events, a new race, and holotech, which suits my playstyle better. Most of the time, I lean towards covert operations where stealth and holotechnology shine. I welcome this new race with open arms.
The first story mission which requires players to gain information from the Rift Reactors was quite simple with the Shakarn's ability to walk on water. Moving units around the continent allowed me to pick up the intel without issue.
Not only did I manage to gather the intel required for the quest, but I befriended the Vanguard leader Daiyu Jiang and the Dvar leader Stanizord Zhelezo. This led to the discovery of personality traits which adds a layer of manipulation strategy to the experience. What better way to gather intelligence when players have open border pacts with the other commanders? *cackles* Sneaky, no?
Because my playthrough includes helping the Therians and befriending the other two commanders, I have no qualms with world events affecting my marauder skirmishes. I do have to worry about the pesky Paragons long enough to complete my ultimate mission.
One more thing I should mention about the stealthy race of the Shakarn is that they have access to propaganda. If unlocked, players access to Motivating Broadcasts and Disinformation Campaigns. Once a player researches more skills, other propaganda methods are available to use.
It shouldn't need to be said that the motivation broadcasts are meant for the Shakarn people. Each colony with propagation towers gain 15 research points and the happiness of combat units in the area increases by 200. Of course, there are some minor drawbacks like the affected colonies lose 5 energy while it is active and the upkeep of the propagators increases by 25%.
The Disinformation campaign reduces relations with the other races by 300 for 15 turns. If the disinformation fails, then the player receives a drop of 100 with the other commanders. As a side note, that could compromise the Shakarns mission of stealth and intelligence gathering...
Later in the game, there are larger propaganda campaigns that players research through the tech tree. The next research in the propaganda tree is Unsettling Propaganda and Vigilant Broadcasting. Both of these types will cost significantly more than the previous level and awards the player appropriately to the success or failure of the broadcasts.
Even though the Age of Wonders is a 4x strategy game with its own nuances, I find myself quite taken by this title and its DLC. I enjoy the complexity of adding world events that change a player's strategies. Each event has a reasonable length of time, in my opinion.
Triumph Studios' addition of a lizard race with primary abilities of stealth and espionage adds to Invasions appeal for me. I find that the inclusion of world events adds another layer to the strategy employed by the player. The new campaign and game modes help make the Invasions viable.
Overall, Invasions is a DLC that adds a lot of value to the Age of Wonders series. This title is simply spectacular because of its addition of world events, a new NPC faction, and the Shakarn playable race. Invasions is a blast and this DLC catapults Age of Wonders up into a must purchase. As such, Age of Wonders: Planetfall - Invasions receives an 9 out of 10.
Score: 9 / 10