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Rise of Nations
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June 26, 2003
Platform: Windows PC
Developer:
Big Huge Entertainment
Publisher: Microsoft Reviewed by:
BabyMo |
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Gameplay: [10] Graphics: [8] Audio: [8] Replay: [9]
Overall: [9.3] |
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I like learning about history; I was a history major in college and
I pursued an additional interdisciplinary program in Medieval and
Renaissance studies. I have also been known to enjoy documentaries
on a wide variety of subjects. I also enjoy video games, so when I
found out about Rise of Nations, I was very excited. I am no
stranger to real-time strategy (RTS) games and the hype for the game
seemed to suggest that RoN would take the genre to the next level in
gaming. However, this claim has been made before, and for every
truly great RTS like Age of Empires, there are several mediocre
ones.
The basic concept in RoN is to build your civilization from scratch.
The player assumes responsibility for one of 18 different
civilizations ranging from the European (British, French, Germans,
Greeks, Romans, Russians, and Spanish) to the Asian (Chinese,
Japanese, Korean, Mongolian, and Turks) to the Meso-American
(Aztecs, Maya and Inca) to the African (Bantu, Egyptians and
Nubians). Each civilization has unique military units and special
bonuses. This allows a player to choose a civilization that caters
to his/her gaming style since the bonuses vary greatly and generally
give that civilization a huge advantage in one field. For example,
the Inca have the Power of Gold which means that their citizens will
harvest wealth in addition to metal from mines. Also, their wealth
commerce cap is raised 50%. If the player is more of an
expansionist, using the Bantu allows players to build more cities
with higher populations for a lower price. It is certainly a lot of
fun to experience what the different civilizations have to offer
before settling on a favorite.
Once you have selected your civilization, the game begins. It is up
to you to lead your civilization from primitive times to the
high-tech world of tomorrow. You must use citizens to gather
resources like wood, metal and food. However, the game makes things
a little interesting by limiting the number of citizens you can use
to gather a resource. There can only be five farms (which generate
food) per city. It doesn't matter whether your city is a tiny hamlet
or a metropolis- you only get five farms. Fortunately, if you are
near an ocean, you can also use fishing boats to collect fish (for
food). As for wood and metal, the number of citizens that can be
used to collect that resource varies based on the size of the forest
or mountain. Since expansion is mandatory, when scoping out new city
sites, it would behoove you to select places with large forests and
or mountains. Eventually, you will also have to collect oil in order
to build some of the mechanized vehicles.
Fans of RTS games might have noticed that gold was not mentioned as
a resource that citizens collect. I found the wealth gathering in
RoN to be rather ingenious: instead of mining gold, you must build
caravans at the marketplace which have trade routes between two
cities. Each time a caravan reaches a city, you receive wealth. The
number of caravans you can use depends on the number of possible
trade routes. Additional wealth can be gathered by researching
taxation at the temples.
In addition to regular resources, you also have the option to
collect special resources such as cotton, citrus and many others.
You can gain control of these by using a merchant to set up shop
Much like the unique civilization ability, these special resources
also give your civilization a unique bonus that will give you an
advantage as long as you control the resource. For example, if you
have control of citrus, your ships will heal at sea automatically.
No scurvy for your sailors! Best of all is that more than one
civilization can take advantage of these resources and you can even
take advantage of the resources in enemy territory.
While the wealth gathering and special resources are intriguing
aspects that I have not really encountered in a RTS, I am most
fascinated by the system of borders that comes into play in RoN.
Each civilization has national borders and you cannot build outside
of your national borders without suffering from attrition damage.
You can expand your national borders by building a city at the edge
of your side of the border. Also, placing a temple in each city will
expand your borders even further. In addition to national borders,
you are also given city limits (i.e. a building must be placed in
the city limits in order to benefit your city).
Research and knowledge play a big role in RoN. You must conduct
research at the library in four different categories: military,
civic, commerce and science. It costs resources to research so
sometimes you have to choose carefully. The more you know, the more
you can build. You must also gather knowledge by building
universities. What's nice about the research system is that most of
the major technologies can be researched at the Library, so you
don't need to research at a variety of different buildings to
advance to the next age. Also, the Tab key will bring you
automatically to the next building that has an upgrade that you can
research, which is very convenient.
Establishing a strong military is almost as important as research.
Even if you favor defense over offense, you need soldiers to keep
the other players from taking over your cities. Unlike Age of
Empires, in which enemies raze your cities, you can actually take
over cities or have your cities taken from you. When this happens,
all non-military buildings become the property of the conquering
army. The loser has a short time to reclaim their city before it is
assimilated and national borders are adjusted accordingly. The
result of this is that taking a city feels much more realistic than
in previous RTS games, and eliminates the wasted time used to
destroy all the non-military buildings in order to defeat your
enemy.
Speaking of military, you can attack your enemies with either
infantry (foot soldiers and archers), cavalry (horses and later
mechanized vehicles), artillery (catapults, cannons, howitzers) and
even airplanes. Certain units are stronger or weaker against other
units so it is important to have a balanced army. Also, the more you
research, the more you can upgrade your army and make it stronger
and more effective.
Quick games are a lot of fun and offer an endless amount of variety.
You can customize just about everything from the number of players
to the type of map to the type of game. You will not get bored
quickly but if you do, there is even more waiting for you. The
centerpiece of the game is a rather unconventional campaign that is
surprisingly addictive. This campaign is not story based; rather, it
is modeled after the popular board game Risk. Some people might have
a problem with a non-story based campaign but I see the Risk-like
mode as a "Choose Your Own Adventure." It is up to the player to
make the story instead of being directed what to do next. The game
begins after you choose a civilization. You are assigned a "home"
territory and must choose a territory to attack. At first, you will
find yourself conquering minor barbarian tribes, but eventually, you
must declare war on other civilizations. The game starts out in the
earlier eras and progresses through all subsequent eras to the
modern era. There are also different types of battles in which you
will engage the enemy. This allows for some variety but things do
get repetitive with constant conquering. If you are successful in
your endeavors, you will receive bonus card that will aid you in
your quest for world domination. I must admit that I've put about
ten hours into the campaign and I've only conquered Europe, and
parts of the Mideast and Africa. I haven't lost a battle yet but the
game allots two hours per battle, so this game is not meant to be
rushed through. The length of time it takes to do anything doesn't
bother me so much but I do have one minor annoyance. When an enemy
attacks you- and they will eventually attack you if you attack them-
you must choose to either withstand the enemy attack for a certain
amount of time or take over the enemy's city before time expires. If
you choose to take over the enemy's city, you do not get to keep the
city. I guess you can only take over cities when you are on the
offense; but this becomes rather annoying.
If the quick game and campaign are not enough for you, there is also
a mode that set challenges for you to see how good of a player you
are. These are fun and tough and I have found myself returning to
this mode to beat my best score.
Are you still not satisfied? Visit the scenario editor and create
your own scenarios where you can edit anything from city placement
to terrain to the amount of resources and more. The official website
has a free kit that helps with scenario design so you can create
your own scenarios without ever leaving the comfort of your home.
Graphically, this game is amazing. My computer is on the low end of
the suggested requirements and therefore, I have to set the graphics
to low. Despite this, I am amazed to see how beautiful things look.
To begin with, the designers have taken great pains to reflect the
authentic architecture of the different buildings. Therefore,
buildings (and even people) look different. You also have the option
to zoom in and out and you can get a very close look at things.
Animation is equally as impressive; while I am against nuclear
proliferation, there is nothing more fun to watch than a nuclear
warhead detonating complete with mushroom cloud. While I tend to get
wrapped up in my game, I do enjoy slowing down just to look for the
little details.
The basic control scheme is very similar to other RTS games like Age
of Empires but RoN takes the basics and makes them better. For
example, in order to select a group of soldiers, you must draw a box
around them with the mouse. In other RTS games, I can't count how
many times I have accidentally selected workers who happened to be
wandering by. Fortunately, in RoN, workers are automatically not
included in the selection. Another very nice touch occurs when you
assign your group a hotkey number. The computer automatically gives
your group a name. For example, your group of foot soldiers might
become the "1st Infantry." You certainly don't need this feature,
but its presence is a very nice touch. Generally, the use of hotkeys
helps make micromanagement into an art form.
My one complaint regarding the interface involves idle workers. The
game automatically has idle workers assign themselves to a job
within seconds. I find this to be rather problematic. I like that
idle workers assign themselves but they move very quickly, so much
so that I often found myself babysitting them to keep them from
working on something before I had a chance to give them orders.
Luckily, this option can be disabled.
Sound is equally impressive. Background music varies by civilization
and adds a lot to the ambience without taking away from gameplay.
Sound effects are equally as nice: guns fire, workers chop and
chisel away and much more. As with music, effects are never
overpowering; they tend to be there if you listen for them but can
easily be tuned out.
This game is appropriate for older children. While each child is
unique, I would say that children under 12 might have trouble
mastering all the micromanagement. If you are concerned about
violence, you might want to take into account that killing enemy
soldiers is often an inevitable part of the game but you will be
happy to know that there is no blood whatsoever. Also, you can opt
to only play games in which economic superiority is the only way to
win. You can learn a lot about history in this game and as I
mentioned before, this game can keep a player occupied for hours.
Overall, Rise of Nations is top-notch. It certainly isn't perfect,
but it comes close. I do have my complaints, but they are mostly
minor. This game is definitely a must-have for the RTS fan and/or
history buffs. You may have noticed that I made several comparisons
between Rise of Nations and Age of Empires. Until now, Age of
Empires has really been the RTS game to which other RTS games were
measured. The time has come for Age of Empires to move over and let
Rise of Nations take over as proverbial king of the mountain. Pick
this one up today; you won't be disappointed.
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Second Thought:
Justin
"LaughingTarget" Murray |
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I have
to agree with the above review on Rise of Nations, exactly what I
would have said. But, I have to put in my two cents into some of the
flaws of the game that kept it from perfection.
First,
there is the issue of unique units. Unique units, while cool, seem
to be quite limited. For example, when playing in campaign mode,
there is the issue of not having enough. Take the Romans for
instance. Early on, they get a couple of really cool units, like
centurions, but after hitting the Renaissance age, the Romans just
become a basic civilization. What was needed in the game is a number
of special units for each age and for each civilization. Romans and
Japanese have all of their specials early in the game, and are
simply carbon copies of each other (unit-wise) later on. While the
Russians (for some reason) have access to special units in just
about every age. This makes some sides boring to play as after a set
amount of time.
Another
complaint bridges from campaign mode. No matter how big your enemy,
no matter how powerful, no matter how vast their empire may be, take
their capital province and you automatically take ALL of their land.
This seriously shortened the life span of campaign mode, which was
otherwise turning into a cool game of RISK. For example: I was
playing against the Inca in a big war, I charged into what is real
world Brazil, then waltzed into their capital province and took it
over. It didn’t matter that the Inca ruled over all of the Americas,
minus Brazil, and half of Asia (which included all of Australia)
they folded, I took it over, and won the game. Why? A better policy
would to have been to simply get a better bonus for taking the
capital province and keep the enemy fighting on.
A final
complaint is about wonders in campaign mode. Unfortunately, the game
never told me how I could build my own. I would sit back and watch a
few pop up through the course of the game, yet I was never informed
how I could do it myself. The instruction manual was of no help, so
the only way I could get my wonders was to take over the province it
was in. Never got to use the Colossus, as it was located in the Inca
capitol. Would have been nice to make my own. |
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