|
|
Age
of Empires 2: The Age of
Kings
|
Real-time
strategy buffs are surely getting their due this
year, and rightfully so. For the last two years the
pickings have been fairly slim for RTS groupies,
and many naysayers had the genre written off,
especially after last year's domination by
action-oriented titles like Half-Life, Rainbow Six
and Thief. But like the tank rush that started it
all, real-time strategy is upon us once again and
rolling along in high gear. When you look at the
amount of high-quality titles released so far this
year, the numbers are staggering. The long awaited
Command & Conquer 2: Tiberian Sun, Sierra's
game of the year candidate Homeworld, Ubi Soft's
surprisingly good Shadow Company, Bullfrog's
follow-up Dungeon Keeper II, Cavedog's
fantasy-based sequel to Total Annihilation and
finally Ensemble's heir apparent to Age of Empires,
AOEII: Age of Kings are all examples of why 1999
will be recorded as the second coming of real-time
strategy.
First
a little history. The mixed reviews of Age of
Empires didn't seem to have any effect on the
public's willingness to pick up and play the game,
as the original title sold over a million copies
and is one of the best selling PC titles of the
decade. And while the best-seller certainly had a
lot going for it, (the combination of Civilization
and Warcraft II sales pitch didn't hurt), the hard
truth is that Age of Empires was a good product,
but not a great one. The highly publicized
Civilization-like features never materialized, and
problems with pathfinding, artificial intelligence
and a limited variety of nationalities caused many
reviewers, including this one, to give it a
cautious recommendation. After a nearly two-year
development cycle, Age of Kings is finally upon us,
and with it Ensemble has given us a title filled
with ten times the depth found in its
predecessor.
It
should be pointed out that at first glance, this
game and its mechanics are very similar to the
original. In a nutshell AOEII: Age of Kings is Age
of Empires, with improved graphics and a few added
megatons of depth and refinement. For starters
there are now thirteen (instead of twelve)
nationalities to choose from, including the
Britons, Byzantines, Celts, Franks, Goths,
Japanese, Mongols, Persians, Saracens, Teutons,
Turks and Vikings. Each of them are capable of
building their own unique unit, and each have
different bonuses and weaknesses that counter the
race they're fighting. On the surface, this may
only seem to be a minor addition of one nation.
However, the added depth that was missing in the
original Age is brought forth in Age II in the form
of variety and style between the nations, much like
what Starcraft did for the RTS genre. While the
disparity between races is not nearly as defined
here as it was there, it is still refined enough
that players will be able to play with each nation
and derive a different experience -- not something
that could be said about the first Age.
The
second most prominent addition to this series deals
with the technology tree and how players go about
upgrading their economic systems, armies, and
industries. While AOEII: Age of Kings is still
nowhere near the complexity of Civilization II, it
is much closer than it used to be, and is still
able to deliver quality gameplay in a real-time
setting. With nearly 60 upgrades and technologies,
it's doubtful that individual games will last long
enough for all of them to be researched at once.
Like before, all of the technologies, soldiers and
buildings that can be trained or constructed in a
given scenario are directly linked to the given
period of time, or age. There are four ages to
progress though in AOK, including the Dark, Feudal,
Castle and Imperial ages. As time passes and new
technologies are researched, players can upgrade
things like food production, worker capacity and
performance, soldier efficiencies and powers as
well as building strengths and capabilities. The
real beauty of how Ensemble designed this is that
many of the units, buildings and available upgrades
are dependent on the nationality of the player. For
example, while the Mongols have excellent scouts
and can manufacturer heavy cavalry better than
most, their limited faming technologies are sure to
impact their abilities to produce some of the
game's more advanced units (like spies) in long,
drawn out scenarios. From this, you can gather that
when playing against a Mongolian opponent you
should expect attacks quickly and often. All of the
thirteen nations have similar traits, with some
strengths and equally balancing weaknesses--this is
only one example.
Other
new and cool features include the ability to set
gathering points, which allow you to choose where
new units will gather upon creation, such as
villages near a forage bush or infantry near a
strategic point in a city's defense system. I also
like the town central bell ring feature. Here,
villagers will stop working and gather like an
angry mob near the town center and provide
protection for the city while it is under siege.
Clicking on the idle villager button, which helps
you locate any and all lazy town folk not currently
working, can also more easily identify villagers.
While most scenarios that I have played still come
down to whomever can manufacture the most units
wins, because each building can now be garrisoned,
AOK does allow for players that take a more
defensive approach a better chance of success. The
last new addition I'd like to make particular
mention of is the cartography feature. This allows
allies to use each other's data and see (open up
large areas of the map) though the eyes of those
designated as friendly units. These subtle and
refining features do a nice job of adding depth to
an already solid gameplay format.
Age's
balancing act moves from the confines of resource
management to the battlefield with precision. A
different but equally complex set of weaknesses and
strengths affect the balance of power in
one-on-one, squad vs. squad and army vs. army
combat. To be an effective battlefield commander,
you'll need to know the details of who you're
fighting, and, once again, this is all somewhat
dependent on the multitude of nationalities
involved. But unfortunately, gaining this knowledge
about your enemy isn't that easy; in fact, it's
difficult to learn about yourself. I had a hard
time distinguishing between types of units,
especially when they were grouped together in large
platoons or brigades. Controlling your units in
combat has been improved over the original, but
there is still something not quite right about
large battles. Unit artificial intelligence is a
bit more refined in this version but is still not
near what it needs to be. Pathfinding is also
improved, but alas, it still manages to frustrate,
especially when trying to navigate armies across
bridges and through gates.
[
page
1
]
[
page
2
]
|
|
|