
AGE OF EMPIRES
2
Genre
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Real time strategy
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System
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P166 32MB
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Year
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2000
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Developer |
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As a sequel, AoE2 was a bit of a disappointment.
As a game in it’s own right, it deserves (and gets) a place in almost
everyone’s half of fame. Excellent graphics, balance, AI and gameplay
make it one of those games that you will keep on coming back to have another
go. Like many sequels of the same vintage, coming as they did just after
the 3D accelerator revolution, it is, in essence, the game that its predecessor
tried to be (vide Dungeon Keeper 2). If you have the original,
there are good arguments suggesting you shouldn’t bother buying the second
version, at least not until it is well down the budget route. Don’t listen
to them.
HISTORY
Age of Empires came out in 1996 to much acclaim.
Published by Microsoft, it was the first game to put the otherwise all
conquering company on the gaming map, as well as taking the RTS genre
in a new direction. It worked, for most of us, as a single player game,
though as you are able to go from start to finish in two hours at the
most, it’s long term re-playability has been questioned by some. It was
as a multiplayer game, however, that it really scored, with thousands
of games going on even today. Age 2, Age of Kings was thus eagerly awaited,
heralded by pretty screenshots and a comprehensive website, it was generally
hailed as the most wanted game of the year. It finally appeared in 1999,
apparently having undergone a change of direction at the concept stage
and received a pretty rapturous welcome. At first. Dissenting voices were
raised as it became clear that apart from updated graphics (many critics
were disappointed that it wasn’t true 3D), some tweaks to the original’s
controls and gameplay and a much improved campaign option, it really wasn’t
that different from its predecessor.
THE
GAME
For those who haven’t played AoE,
this is how the sequel goes. Your world is a map varying in size from
small to huge, randomly generated each time you play (with the exception
of scenarios of course). The balance of land and sea varies, which has
a major effect on strategy, as do the size and location of the various
resources. However, you will always have food to hand and the nearest
wood, gold and stone
won’t be far away.
Starting with three villagers and a town centre,
you must gather food with which to feed new villagers, chop wood to build
houses for them to live in and gather stone and gold which can be used,
along with food and timber, to build new buildings, train new troops and
research new technologies. These last give you access to better armour
and weapons for your soldiers, more advanced military units (including
ships) and faster and more efficient management of resources. Building
slowly out from your base, protecting it with walls and fences, guarding
it with towers and gates, you eventually come into contact with other
tribes. You then have the choice between allying with them or fighting.
The last one left standing is, unsurprisingly, the winner. Alternative
routes to victory are to find and hold all five holy relics, or build
and keep safe a Wonder of the World. In the single player mode, this will
take you 2 - 4 hours once you know what you are doing. In multiplayer,
it entirely depends on how good the players are, rather like chess. Alternatively,
there are several campaigns, with around 10 scenarios in each, linked
chronologically and reflecting some aspect of history, whether it be the
unification and domination of the Mongol hordes under Ghengis Khan and
Sons, or the travails of Jean d’Arc against the evil British. (History
question; who burned the mad tart, anyway? The Brits or her own side?)
These are much better thought out and implemented than in the original
and add a whole new layer of replay value.
As in the original, the game is divided into four
ages; this time round starting in the Dark Ages and progressing through
Feudal, Castle and Imperial. The mechanics are virtually identical, but
almost all the old niggles have been addressed. For instance, you can
now queue the building of all types of units of which a building is capable.
You can tell newly finished units where to muster, allowing reinforcements
to be sent straight to the front or to take up a defensive post on your
perimeter. Troops with ranged weapons can be garrisoned in guard towers
to add to their firepower and if and when your village is invaded, you
can ring the town bell to order all villagers into the town centre, from
where they will rain down arrows on everything in range. One very useful
addition is that of the Idle Villager button. Clicking on this will take
you to whichever serf is currently sculling around with nothing to do
and, combined with a tote showing what they are all supposedly up to,
it allows for much more efficient use of manpower.
The mini-map has been enhanced, though it remains
a little on the small side, even on a large monitor. You now have the
choice of showing military units, villagers or resources (wood, stone
and gold), though for the most part you will just use it as you did the
original. There is no facility for having two map windows open at once,
which is a shame, as is the inability to "photograph" locations
for quick zoom to vital areas. However, there are shortcuts to most of
the buildings, so managing and monitoring your production is easier than
it was in the original version. One feature that could do with improving
is the alert system, which gives you a heads up when something of note
occurs. There is a distinctive sound and a written message comes up, but
it is insufficiently attention grabbing and it’s all too easy to miss
it in the heat of battle, with the result that just when you need plenty
of food to build up your army after heavy losses, you find all the farms
abandoned and your villagers standing around picking their noses.
Where the designers really tried to
improve things is on the tactical side. Military units now have a variety
of stances, from purely defensive and static, to aggressive pursuit of
any enemy that strays into range. One of the most useful is an intermediate
stage, where the troops will attack anyone coming close and pursue them
for a short way, before returning to their
assigned post. Their AI isn’t perfect however and it’s still possible
to find that all your archers have wandered off after a lone scout, only
to stumble across a major enemy formation. With predictable results. Also
on the tactical front, you can now order troops into a variety of formations
and they will keep to them even when moving. For instance, you could order
all your troops into a square, with strong defensive units on the outside,
ranged units inside them and the weakest (e.g. priests) in the middle,
then send them off to do battle some way away. If the distance is great
enough, the formation will alter into column for the transit, reforming
at the destination. You will still have to watch to make sure some of
the units don’t wander off after stray enemies, but the column will move
at the pace of the slowest unit and should arrive intact. You can even
order units to guard each other, so if you have to send a priest halfway
across the map to retrieve a relic, you can assign some troops to him
and they will follow him all the way out and all the way back, though
again, you have to keep an eye on things, or they may be led astray if
they come close to a foe.
TRADE AND ALLIANCES
Trade has been enhanced, in that you can now buy
and sell all types of produce, but in single player random map games,
it doesn’t get a look in, at least not in my games. It is possible to
ally with other tribes, but the AI implementation is suspect and I remain
to be convinced that allies hold up their side of the bargain, especially
in the warfare department. In some of the scenarios, however, it works
very well, with your allies’ responses scripted so that they really do
contribute to the overall effort.
MULTIPLAYER
I haven’t tried this yet, but if AoE is anything
to go by, it should be pretty good. It’s all a question of numbers, balance
and timing. You have to produce the optimum amount of villagers early
on so that you can get production up to a high level. This allows expansion
and progression through the ages, which results in technological advancement
and well equipped troops. When the time is right, you attack, making sure
that you can either deliver a killer blow, or else have sufficient reserves
to defend against the counter attack. If you have the time to build walls
and towers, you can use them to create killing grounds for attacking enemies,
though they can conversely slow down your own people as well.
SUMMARY
The game looks good and plays well. Things that
needed fixing in the first game (and which weren’t fixed in the
add-on pack, Rise of Rome!) have been fixed and the addition of well designed
scenarios is most welcome. For my money, the gameplay is still a bit rushed,
with players usually trying to get to the Imperial age as quickly as possible.
I felt after playing the original, that there should be some way of forcing
players to play in the earlier ages, so that all the different units and
technologies had a role, rather than racing to the most modern units and
trying to get them as well armed and armoured as possible. To some extent
the game has addressed this, giving you some powerful units in the Castle
Age, meaning that you don’t have to advance to Imperial to win, but I
wouldn’t put it to the test in a mutliplayer match. Overall, it’s a game
any strategy gamer should have, even if it didn’t take the original concept
quite as far as three years development would suggest.

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