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Intro Brian Reynold's first foray outside of Firaxis games has resulted
in a game as epic as it is rudimentary. With a dash of Empire Earth, a
hint of Age of Empires, and a smidge of imagination, Big Huge Games has
created an enjoyable title that remains too formulaic to achieve its full potential.
Gameplay: 7.5/10 For those who
tried Stainless Steel Studios' Empire Earth you know that the game, while
fun, did have its flaws. Fans of the genre also know that Age of Empires II
has become a seminal classic in PC gaming and has had its style mimicked since.
What Rise of Nations feels like comes across as the result of the two titles
meshing, alone with some additional goodies thrown in to give it a fresher feel
- however successful the later is really depends on the player's exposure to other
titles within the genre.
Along with an
enjoyable tutorial, that also plays as a level within itself and guides the player
through little story archs, the game mainly consists of Quick Battles, World Conquest,
and the standard multiplayer. Quick Battles allow for the player to choose the
nationality of themselves and their opponent(s), along with the option to choose
customized and set rules. The set options include modes where the player must
defend against waves of attackers, play the role of the aggressor, kill a certain
unit, start the game without a scout or town, an option to win by research and
not war, along with a couple of others. Customizing the game can be more enjoyable
as the player can restrict what time period to start in and when advancement ceases,
technology price, territory requirements, etc. The
bulk of the game really lies in conquering the world. This is the main way in
which Rise of Nations distinguishes itself from its contemporaries - or
inspirations, however one wishes to look at it. The world map consists of colored
territories that are held by the various nations. Each territory has an attribute
that makes it desirable; some have wonders - giving the player an advantage -
on them, some have valuable resources - that will be gathered via the world map
whenever player ends their turn; some are important for strategic reasons; and
most importantly, some have supply depots that will allow for additional armies.
The player starts off with a single army and has to gain territory through combat,
entering combat will result in the game loading into the Age of Empire-styled
gameplay. Moving them is similar to Medieval: Total War as armies are represented
by a single icon that can be moved to nearby territories. To
better prepare for invasions, the player can use the money they get from their
territories - known as tributes, which are also collected when they end their
turn on the world map - and use it to either upgrade their territory or purchase
special cards. Upgrading territory means that the enemy will have a tougher time
taking it over and the player will start off with ready-made towns and, in some
cases, a nice amount of soldiers that are both on the map, ready to fight, and
also some on the sidelines that act as reinforcements. The special cards can also
be won when an enemy is defeated and are played before combat starts; the cards
range from making technology cheaper, starting with extra units, doing more attrition
damage, and so on. The cards can really help to turn the battle into the cardholder's
favor, so deciding when and where to use them is important. Based
upon the action taken that led to war, the player will either be in boats that
need to be landed onto shore, protect a small settlement for 15 minutes, fortify
already built structures, or start with a town and go from there. When the objective
is to simply conquer the enemy, some hairy situations arise due to the time limitations
imposed on the wars themselves, and also on how long it takes to capture a town
hall and assimilate it to the player's culture. Taking the enemy's capital and
holding it for 5 minutes will cause the rest of their forces to forfeit; but,
even if their capital is taken with 20 seconds left before assimilation, and all
but one of their towns are taken, and the time runs out, the player is still counted
as being defeated. To date, I can say the Egyptians have gotten away from a few
beatdowns due to the clock running out - but I shall return! The
age advances for everyone at the same time, and these events take place during
the player's time on the world map. When entered into combat, the player needs
to research the technologies so they can match the world's current age; however,
depending on the territory, the nationality - as each has their own benefits,
per the norm these days - and town strength, the fighting can be started with
advance troops already made or technological advancements already researched. To
spice things up on the battlefield, the map is broken up into specific territories,
and one's control increases by the addition of more towns. Other buildings, like
temples and castles, also expand the player's control. What makes the aspect of
territorial control unique is that, without a supply wagon accompanying enemy
troops, any which set foot in the player's area, will take attrition damage. This
may not sound like much, but when a destination is a lengthy distance from the
training facilities, and a supply wagon isn't around to aid them, a unit can have
nearly half its strength sapped away - even more if Russia is chosen, as the 'Russian
Winter' increases attrition damage. This makes waging war more serious than rushing
with tanks or setting a rally point to the enemy's border and pumping out troops;
if the proper amount of time and resources isn't allotted to preparations, a sure-fire
assault could end with disastrous results. Creating
an army requires a healthy amount of resources: food; wood; iron; gold, gained
through taxation and caravans moving between towns; knowledge, which is acquired
by having scholars trained within schools, and is used to advance technologies
at the library, which also leads to advancements into superior ages; and later,
oil. Each resource has a limit as to how many civilians it can hold, and food
is also limited to 5 per town; this, along with revenue from trade, is a large
incentive to expand with new towns. There are additional resources, like cotton,
found throughout the map. These are harvested by merchants and they offer special
bonuses to those who take advantage of them. All of these will be needed in the
wars as it takes massive amounts of troops to take down some of the more advanced
enemy territories. Structures have a
few interesting elements to them as well. Most buildings can be fortified with
particular units, resulting in some nice bonuses; sending a wounded group of infantrymen
into the town hall will slowly increase their health, similarly, sending riflemen
into a tower will also have their health increased, but they also improve that
building's facilities. Another building of particular interest is the castle,
or fortress, as it's later known as. The castle not only provides a nice roadblock
between the enemy army and the town hall, but it can train spies and generals.
Spies are accompanied with a humorous 60's-styled sound bit and are ladies who
have the ability to blend in with the environment and bribe enemy troops to join
the player's side. The general also has special abilities that allow units to
be invisible for ambushes and also entrench themselves for better defense. These
units, along with scouts - who can later be trained to snipe and bomb buildings
- have craft meters that refill over time and allow them to use these special
abilities. Aside from these, and other buildings that allow the improvement of
gathering resources and a dockyard, much of the buildings are the same as are
found in other strategy titles. The units
will be instantly familiar to fans of the genre, especially players of Empire
Earth. There are the nation-specific troops, along with general units like
archers, slingers, infantry, tanks, bombers, aircraft carriers, and fusiliers.
The advancement in eras matches the upgrade capabilities of the new technologies
available, per the norm since Age of Empires. All too often, these units
will feel as though they are little more than mass objects to toss against other
waves. The computer is never very clever and often gets its advantage through
pumping out large numbers of troops and storming the player's position. They do,
on occasion, try to out maneuver the player, but that's not very often. To
put it bluntly: Rise of Nations is a good title, but it feels too rehashed.
It plays like a better-balanced Empire Earth, set into the world of Age
of Empires. There's just no escaping the comparisons as, aside from a few
elements, it plays so similarly. The Conquer the World feature is great, and anything
above Easy will take a very long time to accomplish, but its features of being
able to bribe, make alliances, and take strategic locations, never feels like
it comes full circle. There's also the tendency for the player to attack and immediately
get attacked themselves, so aside from certain occasions, there could easily be
a few hours set into one solid turn. There is the option to save in the world
map and in combat, luckily. The card feature was interesting, but seemed a little
out of place and just as a means to differentiate the title from others like it
- as opposed to something intricate to the game's design.
Graphics: 8.5/10 From afar, everything looks like an image that had
been sharpened three or four times; nothing too distracting, just average. However,
it's when the camera zooms up that the player is in for a treat. Every unit has
an amazing amount of detail; everything about the units floored me. Watching peasants
work wheat fields was incredible; I could actually see the citizens reaching into
a basket, tossing seeds, and then taking their instruments and hack away; watching
cannoneers pack in gunpowder and seeing workers cut wood during construction is
equally thrilling. Some effects are weak, like rockets and their resulting explosions.
On the whole, while it looks average on the outset, it's gorgeous when the time
is taken to appreciate it. Sound:
8/10 The soundtrack was great, but the songs didn't mesh together very well.
It would sound like a track would stop; a few seconds of silence, and another
would kick back in. Their individual qualities, of both technical and artistic
merit, were solid; maybe a closer gap between tracks, or some way to put the more
similar ones closer together. The sound effects were well done, most of which
were average, but nothing too distracting or of poor nature. I will say that is
always a thrill to hear 30 highlanders fire their rifles at the same time.
Control: 8/10 Established hotkeys
and the ability to assign armies, ala Red Alert 2, help to keep things
smooth. One thing I wasn't fond of was, like Age of Empires, the player
has to choose to go into a more advanced sub-menu system so they can set how the
troops should react; this isn't particularly troublesome as it's not unheard of,
but they tried to streamline the process of choosing stances by making the player
sort through the different options by right clicking, I don't see why they just
didn't toss in a few more icons so they could be selected in half the time. Pathfinding
is pretty good, although the stance settings are finicky as some set to stand
ground will advance too far and similar smaller problems occur with the other
stances. Overall:
7.5/10 The thought of bombing Roman Legionnaires with a B-52 was exciting
a few years back, but since then I've ran through that scenario more times than
I can remember. For those who haven't played Empire Earth, go ahead and
add a point, but for those who have, don't expect many changes to the core gameplay.
The world map, attrition, and card system are interesting additions, but they
just weren't enough to make me feel like I hadn't played this game a hundred times
before. Rise of Nations is a solid game, and fans of the genre won't have
much to complain about - mainly because so much of it has been established for
a while now, and it's a fairly polished product - but the déjà vu
is too strong to shake off completely. A solid offering, but it could've been
much more, given the talent behind it. [
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