Up until 1987, a number of games inspired by Dungeons & Dragons had appeared, such as the Wizardy and Ultima series, but these were not licensed from TSR. The games, however, had nothing to do with the rules or any of the settings. The contract actually required some variations to the normal Intellivision title screens with the name being capitalized and the addition of the word 'cartridge'. The first Dungeons & Dragons licensed games were made by Mattel for the Intellivision.
Please help update this article to reflect recent events or newly available information.
Hasbro reclaiming the license in 2011 after 2009 lawsuit). The reason given is: Missing developments since 2002 (e.g.
I may have been more enticed if the levels had been laid out better, but that’s just not the case.ĭungeons & Dragons: Arena of War looks and plays interesting, but the lack of energy is an in-app killer.This section needs to be updated. I must say that while I found the combat interesting, there wasn’t a whole lot of intrigue here that made me want to continue playing. Basically, at this time players reach their stopping point and must either play the waiting game or buy items through in-app purchases. These quests take up anywhere from 10-20 energy each. What makes this worse is that, towards the end of the first quests, things begin to get very difficult and players are forced to replay earlier levels to try to earn more items and increase their power. Basically, it comes down to where players can play for maybe 10 minutes before they have to wait hours or purchase more energy through in-app purchases. This is pretty ridiculous when players begin playing quests that only last a few minutes but take 20~25 energy points. Each quest takes a lot of energy and the player only has 100 points to use, though 1 point is restored every 3 minutes. There isn’t a lot of strategy in those situations as players just need to try hard to strike enemies into explosives and against walls.Īrena of War is free-to-play and uses an energy system while questing. It’s only interesting when facing tougher enemies and that’s only because players don’t know if they’ll be strong enough to defeat them. It doesn't matter too much thanks to the bland level design at the beginning, though. Characters can only use them every 30 turns or so, limiting the player. Special powers are achieved by earning items, then fusing them together after a quest has been completed. I like this type of combative play, but the beginning levels are pretty basic and not very well designed for strategy.Īrena of War provides interesting gameplay, especially when players use special powers to increase their strikes. Players can also aim just right to take out two enemies with explosives during just one turn. Each level features explosives on the small arena map where players can aim their runs just right, hitting the bad guy into one and killing them. It gets more difficult as players progress and that's when more strategy is involved. In the beginning combat is easy and has players doing a lot of one hit kill strikes. It’s turn-based combat, so players must make their strikes count. Gameplay is rather simple as players tap and hold on their character, aiming at an enemy, then release to watch them run into their target and attack. This includes bosses who take a few more hits. Players get to choose from a number of characters to take into the depths to fight against different types of enemies. It’s time to enter the dungeons with Dungeons & Dragons: Arena of War, a new battle arena title with a bit of a strategic angle.