
Developed by: Big Huge Games
Published by: Microsoft
Release Date: Q2 2003
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 | What's Ahead: While we had a chance to sit down with the game at E3 and play a multiplayer game, Rise of Nations isn't due until the middle of next year, and there's plenty left to finish. Certainly, the game's balance and pacing is one element that will be worked on until the end, and while it was fun to play through the epochs of history at an accelerated pace, there's something artificial about covering thousands of years in 15 minutes. Also, the degree of automation, as well as having borders serve to prevent rushing, will appeal to some players more than others. |
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The real-time strategy genre has seen a tremendous number of games that clone a few successful gameplay formulas. For this reason, it's especially notable when a designer brings a fresh perspective and innovates on the established gameplay mechanics. From his tenure at Sid Meier's Firaxis studio, Brian Reynolds has plenty of experience designing large-scale strategy games, like Alpha Centauri. This experience shows in Rise of Nations, which looks to combine the historical scope of Civilization with the faster pacing of a RTS game in a new way. The game's scale is nothing short of epic. Players build not only bases, but also towns, which can grow into cities. Seeing a landscape dotted with distinct cities and carved up with national borders may show the family resemblance with turn-based classics, but making the game manageable in real time has taken some inspiration. The key to making everything gel is good AI. By the time a player has hundreds of units to control, the automation options for workers and other units will be very welcome indeed.
Part of the appeal in a game like Rise of Nations is the sheer variety. There are 18 different civilizations, many of which have unique art for units and structures, 150 units, and more technologies than a player could research in a single game. There's a dynamic single-player campaign that lets the player fight territory by territory for global domination, much like in Risk or Shogun: Total War. The multiplayer game has even more options, from short games played at an accelerated pace to more involved long-term matches that can be saved at the end of a session. The number of historical units (from Roman legions to modern tanks) and the tactical intricacies of the combat system (including bonuses to maneuvers, like flanking) mean there's plenty that will be both new and familiar to fans of games like Age of Kings.