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Platform: PC

Genre: RTS

Publisher: Microsoft

Developer: Bug Huge Games

ETA: Q2 2003

 

 

 

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Rise of Nations

 

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After doing some investigating and reading about Rise of Nations, I don't think anyone will blame me if I can't get the phrase "Empire Earth" out of my head.  But I'm a cynical S.O.B. so I'll let you decide:

 

Rise of Nations spans 6,000 years of history from the Ancient Age to the Information Age. Which forces will you deploy to lead your nation to global prominence? Trade, espionage, diplomacy...war? Whichever path you choose, you'll experience the pulse-pounding thrill and speed of real-time gaming combined with the epic scope and depth of turn-based strategy games brought together for the first time ever in Rise of Nations.

 

Cross genre gameplay – Real time strategy games give you the thrill of racing against time; turn-based strategy games give you the depth of centuries of history. Rise of Nations gives you both. The mysteries of ancient philosophy and the Wonders of the world are at your disposal in your campaign to dominate the world.

 

Zooming scale - Track the progress of enormous campaigns or isolated skirmishes; monitor individual camps and workers or survey sprawling territories. You change the view of the game to stay abreast of everything under your command. As your nation grows, national borders stay clearly defined so you can focus on nation building.

 

Streamlined Fast Paced Multiplayer - Challenge other players on the Internet or over a LAN. Gather up to 8 players per game. In-game matchmaking lets you pick up games online against others waiting for foes.

 

Research more than 50 different technologies - Accrue Knowledge and gain the advantages of new technologies through 8 defined epochs of history.

 

Conquer the World Campaign - This unique single player campaign lets you take over the world one territory at a time. Victory in each territory gives you tribute, special resources, or bonus powers to attack a strong enemy.

 

32 Rare Resources – Gather rare resources to earn extra bonuses. Rare resources include: Salt, Amber, Sulpher, Coal, Whales, Dye, Diamonds, Sugar and Uranium.

Never depleting resources – The basic resources in the game (Food, Timber, Metal and Oil) never deplete once you accumulate them.

Smart Citizens – No need to micro-manage your citizens. If citizens are idle for a few seconds they will automatically start collecting resources and/or help build buildings. If you like to micro-manage your citizens, simply turn off this option.

 

Learn to play - 6 tutorials for beginning to experienced strategy gamers allow you to learn at whichever speed is most appropriate.

 

In-depth game features - National Borders, Flank Attacks, Generals, Spies and much more create a truly strategic game experience.

 

Multiple victory conditions – Brute force can and does bring you total victory, but you can choose how you want to take over the world by setting victory conditions to your liking. Make raw power the only condition for success, or choose another strategy like espionage, diplomacy, technology races, territory expansion, or others. You can also set multiple conditions simultaneously and defeat opponents using strategies completely different from your own.

 

And now an assortment of epochs:

 

Gunpowder 1300 AD - 1715 AD

The introduction of Arquebuses, Bombards, and Dragoons pushes the balance of power toward the attacker. The introduction of Gunpowder is one of the most significant developments in history, and in the game. Getting here with a significant lead could end the game in your favor — if you haven’t sacrificed defense to do so, and been conquered in the Medieval Age!

 

Industrial 1881 AD - 1935 AD

A key moment in history and in the game, as new rare resources are introduced, and Oil becomes a necessary commodity. Offsetting this additional economic worry are the enormously powerful Tanks and Airplanes that defined modern warfare.  

 

Modern 1936 AD - 1968 AD

Primitive unit types introduced in the Industrial Age now become potent weapons of war, as Tanks, Fighters, Bombers, and Cruise Missiles become available. The all-important Tactical Nuclear Weapon makes its first appearance in this era, which should incite the wise commander to spread his forces a little more sparsely on the battlefield.

 

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Ancient ca 2000 BC

The starting age of the game. The Ancient age offers only Foot troops and Tower defenses. Cities cannot increase above Small size, and Knowledge and Metal do not yet exist, so technologies and units that would cost Metal or Knowledge in future ages cost extra Wealth and Timber.

 

And just a few examples of the civilizations:

 

Bantu: Power of Migration - The Bantu are a potent building nation. After taking at least one civic technology, they gain the ability to build a third (extra) city. They also add 100% to their population limit. In combat, their barracks units do extra damage to buildings, reducing their need for siege weapons in the early game. They receive special light infantry and air units.

 

Chinese: Power of Culture - Rich with tradition and learning, the Chinese accumulate knowledge 10% faster. They also receive gunpowder units before anyone else, and continue to have more powerful gunpowder troops through the Enlightenment age. In addition, all their civilian units are produced significantly faster — this includes citizens, caravans, and merchants!

 

Aztec: Power of Sacrifice - Something of a “rush nation,” the Aztec gain extra resources from fallen foes; this opportunism, combined with their powerful light infantry units, makes early attacks by the Aztecs lucrative. To help build infrastructure, their citizens move 20% faster. Aztecs also receive two light infantry units each time an Aztec player builds a Barracks.

 

If you're familiar with Age of Empires or Empire Earth, you're likely able to pick out the differences and similarities with ease.  However the promise – some might term it a "threat" – of turn-based depth in a real-time environment might limit the audience.  Hardcore turn-based war fans will no doubt find something to complain about (they usually do) but real-time fans, those that think a tank rush would work in real life (myself included) are bound to feel a bit overwhelmed.

 

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However, there is small mention of tailoring the gameplay to your preferred style when they talk about Smart Citizens.  Maybe something along the lines of EA Sports' slider adjustments would really help to satisfy "arcade" players and "serious" players.

 

What will make or break Rise of Nations is how well the control and menu layouts are implemented.  Too much clutter buries the fun.  RTS menus have practically been honed to a razor edge with other games, so it will be interesting to see what Big Huge Games does with them.

 

Rise of Nations is scheduled to ship Q2 2003.

 

- Omni

(January 28, 2003)

 

 

 

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