

While the experience is deep, there is room for improvement. Warlords has simple graphics, but deep gameplay. There isn’t a great depth of detail to the battlefields or warriors, but there’s enough variety in the game’s terrain, equipment, and strategizing, that it isn’t a big concern. Overall, Call to Arms’ graphics are average the visual layout is reminiscent of some older versions of Zelda. With each territory you select, the difficulty increases and your foe becomes more resilient and better armed, making world domination a more nuanced matter than the time a subway ride affords. Achieving your objective, however, is not so simple. The objective is humble: battle your way across lanes of a two-dimensional field to the other side. As you lead your army in search of conquest, you receive money for each kill and for capturing enemy territory.

There’s definitely a good chance you’ll squander hours in controlling one of the game’s eight races (night elves, the undead, mountain trolls, and so on), capturing countries you’ve never even heard of, all in tune to the clashing of swords.

More than once I caught myself barking orders at my reducing ranks, like some kind of over-ambitious general. Though I usually prefer gratuitous shoot-‘em-up games, I found Call to Arms hopelessly addictive. You won’t get far trying to mindlessly hack your way to victory-a feature that makes this game a keeper.

This battle-centric fantasy game has elements of both Risk and World of Warcraft, requiring you to be clever in your role-playing and offensive strategizing. Warlords: Call to Arms, Greyhound Games’ $1 follow-up to their popular flash game, is a solid medieval strategy game in which you lead battalions of elves, trolls, orcs, and other fantastical creatures in a quest for world domination.
