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Emperor: Rise of the Middle KingdomScore: 7.5 / 10
First
there was Caesar, then Pharaoh, then Zeus, and now Emperor.
One has to wonder how many twists on the same basic game design
can be made before fans of the genre grow tired of the same thing with
different graphics. However,
it must be said, that Impressions did a good job of refining the
gameplay with this installment.
For
those of you unfamiliar with Impressions city building series, it is
based in ancient times (Rome, Egypt, Greece, and now China), and players
attempt to attain certain goals when building their cities in the single
player campaign. In open
play, players attempt to build the most bad-ass city they can with no
specific objective or time limit. New
this time around, the developers have added a multiplayer component to
the game. Players can now
play a scenario online against or cooperating with their friends and
family. Starting from the top, I play all my games on a lower end PC (AMD K7 500) so I was pleasantly surprised to find that the game ran extremely smoothly on my system.
For those wanting to jump right into the open play option, I suggest that you don't. I did just that and found myself hopelessly bogged down and confused after about one hour of play.
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The tutorials really aren't that much help either, as they don't provide enough information as you are playing through the mission. The manual really is the best bet. I know; manuals are for lamers, but in this case if you are new to the series, (as I was, relatively speaking) the manual is indispensable. The cheat sheet is also extremely useful when in the middle of the game as it provides most of your essential info stripped down and into a condensed format.
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In
Emperor buildings produce goods that can be in turn transformed into
other more valuable goods, with the proper artisans.
If a certain raw material is unavailable as a resource on your
map, you can always trade for it with another city.
Your citizens also demand certain things like ceramics, access to
religion, entertainment, and hygiene.
The other primary strategic aspect of the game comes in the form
of the game's walkers. Certain
buildings produce characters that supply buildings that they walk past
by with a good or service. This
makes the planning of your roads extremely important.
The
other main aspects of the game are paying homage to the gods, trading
with other cities, and managing your military/intelligence.
There are too many relationships between all the different
aspects of the game to go into detail about all of them here but suffice
to say that the level of balanced gameplay that is reached is really a
credit to the designers. After
playing through a few of the tutorials and finding them a little
tedious, I jumped back into the open play option, and started a new
city. Playing in the first
of the three selectable ages (Bronze, Iron, and Steel), I was hoping
that I would be able to advance my way through the ages.
I quickly began setting up my industry, commerce, agriculture,
residential areas, and contacting trading partners.
When my city was totally set up and booming, I found that I could
not make my houses evolve anymore because some of the required demands
of my citizens could not be met in the Bronze era.
After consulting the manual, I saw that I was stuck in this age
forever. With
a sad sigh I began to build a new city in the modern(ish) Steel Age.
With more buildings available, I spent a lot of time creating a
glorious city. The only
thing my city needed now was a monument as a testament to is glory.
Alas, as I soon discovered, there is no way to build a monument
in open play, and once again, my dreams for total perfection were
dashed. The only way to
build a monument is in the campaign play, in either single or
multiplayer mode. This is
unfortunate as I feel the most satisfaction is derived from completing a
monument. (Perhaps this
will be addressed in the requisite expansion pack?) Aside from the historical significance of the different ages, one has to wonder as to the importance of the inclusion of the Bronze, and Iron ages in the game. They are merely the same as the Steel age, minus a few buildings. Essentially, playing in those ages adds nothing to the gaming experience, and restricting the available buildings does not add a worthwhile strategic dynamic. Their only significance lies perhaps in the designers’ decision to try and create an accurate historical representation in the campaigns. However, I would have liked to seen more of a difference between the different ages.
Something
that I really enjoyed was the simplicity in the combat.
As this is not a real time strategy game but a city builder, the
focus should not, and is not on combat.
In Emperor, you simply build as many units as you can and send
them to conquer another city, with specific orders of course, or just
point where you want them to defend.
It's a simple affair that leaves something to be desired only by
those who should be playing an RTS anyways. The
addition of the online multiplayer is a nice touch, but most of the
time, there were not that many people playing online, but it did add a
new dimension to the game playing against human rulers. Overall,
this installment of the Impressions series doesn't add much to what
they've already accomplished. Some
minor quibbles in the open play section, where I think most of the
gamers will be spending their time, keep Emperor from being essential.
If however, you are new to the Impressions series, Emperor is a
great place for an introduction. - Mark Leung (November 9, 2002)
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