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Intro The long-awaited and much
anticipated real-time strategy opus, Age of Mythology, has finally been
released to hordes of hungry gamers. Yearning for the strategic combat of Age
of Empires and the imagination of WarCraft III, AoM attempts
to fill this void with a mixture of realism and mysticism that combine to make
a game that is enthralling and entertaining, yet fails to capitalize on its tactical
aspect.
Gameplay: 7.5/10
For fans of mythology, this is quite
a treat. Sure, the name implies as much, but Ensemble really went out of their
way by including heroes from Greek, Egyptian, and Norse cultures. Age of Mythology
is broken up into three sections: Atlantians, Egyptians, and Norse. The game follows
the Atlantian hero, Arkantos, as he meets up with heroes from his own realm and
beyond. While he won't always be on the map, the game revolves around his ongoing
struggle for Poseidon's favor against approaching evils. With a story-rich environment
that's similar to WarCraft III, players will be asked to follow one hero
and then hop into someone else's journey, instead of following one or two specific
units per segment. While this does give the game a great sense of continuity,
it can make the 36 levels drag on a bit.
Each
race brings their own units to combat; Atlantians will have Hoplites and archers,
Egyptians will consist of slingers and axe men, as the Norse will have mining
dwarven fighters and axe throwers. All consist of the same basic units: melee
fighters, long-range fighters, cavalry, siege units, and so on. The later units
will be more diverse with war elephants, chariot archers, and giant warriors introducing
variety into the basic combat units. Where the various soldiers and cultures really
come into their own are with the hero and myth units. Trained by using raw resources
and blessings received from the temples, these heroes and beasts are exceptionally
skilled combatants who can wreak havoc on normal foot soldiers and turn the tide
of battle. Main heroes can die, but in a nice design move, they will be resurrected
once that ground is retaken, though myth units will perish once killed. This is
really where the fun comes in as these units include monstrous hydras that grow
new heads with every new enemy they eat, trolls that sling rocks, huge gold-laden
bucking boars, and even resurrected Egyptian warriors that can leap huge distances
and cut foes down with double blades. The
blessings that are required to get these special units are needed for all aspects
of AoM. Everything from armor upgrades to siege weapons will need a little
blessing from the gods. The gods aren't content to sit by and merely enhance ordinance
though, as they will also intervene with their own powers. Whenever it's time
to advance an age, two deities will appear to choose from, each offering their
own brand of enhancements for soldiers, general improvements like mining faster,
new powers, and also new myth and hero units. The powers spoken of are the devastating
forces that will lead to the end of several conflicts. As deadly as they are,
the developers made a wise decision to not make every power one that can wipe
out half the map; instead, players can enhance the armor of their troops, raise
deceased soldiers to fight as the undead, heal units, create tunnels that allow
for soldiers to travel underground, and also health springs. This isn't to say
that the gods won't show their force; there are a handful of powers that can devastate
enemy forces with lightening bolts and comets. With
cutscenes before and after missions, the story is always progressing and is really
well done. Instead of just lumping all of these mythical legends together, the
heroes find their common enemies ganging together to unleash the evils of the
underworld on the world of man and must contend with backstabbers and bickering
humans to aid in their quest to seal the passages to hell. The game also has a
bit of humor, and while it's rare, it is a nice touch. The missions themselves
can drag on, though they do try to be innovative; one mission has the player leading
soldiers that have been transformed into pigs to a temple to be reverted back
to humans, and another involves gathering enough wood to build the Trojan horse.
These breaks from the standard objectives of 'build a base and conquer the enemy'
were welcome and I wish that there had been more. My
main complaint with Age of Mythology is in how it handles combat. Formations,
for some odd reason, are on an entirely separate menu from the initial troop menu
and they are incredibly sparse. The postures of aggressive, stand by, and defensive
don't always work as the soldiers tend to be eager to fight regardless of what
setting they are on. The missions tended to boil down to making mass armies and
storming the enemy base, and this also what made the game drag on as there would
be a clump of missions that were just setting up settlements and charging. I understand
that working the stronger units - which can be unbalanced - into strategies against
normal soldiers might've been a daunting task, but it would've made the game much
more enjoyable. There is an auto-formation system that has the units walk in set
patterns, but this wasn't always the desired choice. I would've also liked for
it to have been easier to set which direction they were supposed to face, as archers
facing the wrong direction aren't all that helpful. Extremely
polished and with an engrossing storyline, Age of Mythology succeeds on
almost all levels, but the limited involvement of the player in combat hampered
my enjoyment of it. It's still a solid product with a ton of levels and intriguing
units, but it just didn't grab me for long stretches of time.
Graphics: 9/10 The graphics are gorgeous all-around, from level themes
to character design. Units animate incredibly well and look phenomenal. The god
powers and weather effects were additional eye candy and went well with the detailed
buildings and extra touches of sandstorms and birds getting spooked into flight.
The textures aren't quite as good as those found in WarCraft III, though.
From the lush environments to the lively units, Age of Mythology is a beauty.
Sound: 9.5/10 I really enjoyed
both the soundtrack and voice-overs. The music was a mixture of fantasy and small
bits influenced by the different cultures. Their variety and high production values
made them all worth listening to and they were of exceptional quality. The voice-overs
were also extremely well done, with the voices fitting their digital counterparts
very well. It was a solid job through-and-through.
Control: 7.5/10 As stated, the slim selection of formations and the
units' tendency to disregard combat stance orders was disappointing. I also found
problems with the cursor not switching to the attack icon when over enemy buildings,
so clicking on it would either send the unit there to do nothing, or nothing would
happen at all. There was also a tendency for the town hall bell to revert back
to being un-rung after I would ring it for the villagers to seek shelter; this
tended to happen in the later missions, where the villagers would wander about
and only go inside on the second ring. Everything else was pretty standard fare,
though the separation of menus for the combat characters was an odd choice.
Overall: 8/10 With the departure
of Rick Goodman and an absence from the public eye, I had my doubts about the
next Ensemble release. Well, Age of Mythology rectifies any doubts I had,
with an epic title that spans three races, continents, and dozens of levels. I
just wish more control had been given to the player during combat and that some
of the smaller issues had been worked out beforehand. [
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