Dragon Lord

DOS game, 1990

Genre:
RPG
Year:
1990
Developer:
Outlaw
Publisher:
Spotlight Software
Perspective:
Top-down
Theme:
Fantasy
Releases:
DOS (1990), Amiga (1990), Atari ST (1990)
Also known as:
Dragons Breath

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Dragon Lord presented players with a unique blend of strategy and adventure in a fantasy setting. The gameplay was multifaceted, incorporating resource management, army building, and spellcasting. Players started with a home island and gradually expanded their territory by exploring and conquering neighboring islands. Each island had its resources and challenges, requiring strategic planning for effective management. Resource management was crucial, as players needed to gather materials to build structures, create armies, and research new spells. …read more

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Game review

Dragon Lord presented players with a unique blend of strategy and adventure in a fantasy setting. The gameplay was multifaceted, incorporating resource management, army building, and spellcasting. Players started with a home island and gradually expanded their territory by exploring and conquering neighboring islands. Each island had its resources and challenges, requiring strategic planning for effective management. Resource management was crucial, as players needed to gather materials to build structures, create armies, and research new spells.

Combat in Dragon Lord was a blend of real-time and turn-based elements. Players could summon creatures to fight in their armies, leveraging the unique abilities of different units. The game's AI provided a challenging opponent, adapting to the player's strategies. This made each battle a test of tactical skill and resource management.

Spellcasting was another core feature, allowing players to harness a variety of magical abilities. These spells could affect combat, resource gathering, or even the terrain of the islands. Players had to choose their spells wisely, as each had its costs and benefits. One of the game's highlights was its open-ended gameplay. Players could choose different paths to victory, either through military might, magical supremacy, or diplomatic alliances. This non-linear approach added significant replay value, as each playthrough could lead to different outcomes.

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