horizontal rule

R E A L   -   T I M E   S T R A T E G Y   G A M E S

horizontal rule


Real-Time Strategy
Age of Empires (Microsoft)
Boundary-Pushing: Medium Between them, Warcraft and Command & Conquer established the genre of Real-Time Strategy (RTS) as one deserving to stand on its own. With their success, imitators followed, each trying hard to figure out the most important aspects of their predecessors and improve on them. One of these entries was 1997's Age of Empires. Designed by Bruce Shelley and others who had worked at Microprose on Civilization, and distributed by Microsoft (to the distress of some who imagine yet another software category--games--being devoured by the Monster of Redmond), Age of Empires is one of those games that outdoes its elders. All the good things about the earlier games were retained and improved on. It looks better, sounds better, and plays better. Like Jedi Knight and Master of Orion, Age of Empires didn't break new ground. But it did use new technology to make an older game better, and did so with style.
Addictiveness: High Real-Time Strategy games, like their turn-based cousins, can be extremely addictive, and Age of Empires is no exception. It too provokes the "Let me just try this one little thing" response that leads to seeing the sun come up in the morning. In a way, the real-time aspect intensifies this feeling. Either the player is busily building up forces to repel or mount an invasion, or else he is in the middle of just such an invasion. In neither case is there a clearly defined break point at which it would be natural for a player to save the current game until later. Thus the temptation to keep playing (just a little while longer) until the end of the scenario is usually very strong.
Replayability: High Age of Empires comes with four campaigns already designed, each of which contains about fifteen scenarios. Given their number and the high level of difficulty of some of them (even when set to "Easy" mode), most gamers will find Age of Empires highly replayable. In addition, there are a random scenario builder as well as a more complex scenario design tool.
General Part of the fun of Age of Empires (AoE) is being able to replay some of the battles of ancient history. The military similarities are virtually non-existent, since units and terrain aren't nearly detailed enough to simulate what is known of these early engagements. But of course AoE isn't meant to be a true military simulation; it is its own strategy game which simply borrows some elements of name and technology from times past. Even so, it's instructive to plunk down a few legionaires into a mass of low-tech Gaulish barbarians. The visual and audio effects show off the game technology to good advantage, and there are enough different types of units and buildings (many more than in, say, Warcraft II) to keep players exploring for resources. And if those explorers happen to bump into a more advanced tribe... well, these things happen. Besides, it might give AoE the chance to show off its detailed end-of-scenario statistical screens. All things considered, Age of Empires will more than hold its own on the shelf of anyone who enjoys real-time strategy gaming.

horizontal rule

More Games

3-D 1st-Person

Strategy

Adventure

Simulation

Real-Time Strategy


horizontal rule

Home

Heart

Body

Spirit

Mind

Art Writing Religion Personality
Music Travel Politics Computers
Genealogy Work History Reasoning
Fiction Games Economics Science

horizontal rule