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Platform: PC Genre: RTS Publisher: Microsoft Developer: Bug Huge Games ETA: Q2 2003
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Rise of Nations
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.
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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.
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
havent 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.
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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.
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.
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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