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Ageing like the finest of wines...
By William
Barker
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A hungry
sea monster attacks the Grecian Docks
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What made Age of Empires
so popular? The game sold squillions of copies and is arguably one
of the most prevailing online games played in the last two years.
Most put its fame down to good old-fashioned gameplay, and they'd
be right in saying so.
It offered solid real-time strategising with hundreds of units
and the clincher was the ability to move through the ages - hence
the name, I guess.
As such, Age of Mythology has a lot to live up to, but the gaming
gurus at Ensemble Studios have outdone themselves in what will again
be one of the most popular on and offline games of 2003 and beyond.
Starting at the top, there are a number of gamemodes you can indulge
in.
The main one is obviously the campaign mode, where you progress
through a set number of intriguing scenarios - such as the defense
of Atlantis.
This is where most gamers will make their first port of call and
it has to be said that Ensemble has created a truly massive single
player campaign. Other modes include the 'Learn to Play' tutorial,
Single Player (including random map, play campaign, load scenario)
and multiplayer.
First we'll look at the campaign mode, because this is area that
most gamers will explore after installing AOM. You start off playing
as the ancient Greeks, which is a good thing as they are the least
intimidating race.
You basically complete a set number of missions in order that roughly
follow accepted ancient mythology. The majority of cut scenes used
to further the story are all created using the in-game graphics
engine, but believe-you-me, this is no bad thing.
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AOM is
a veritable feast for your oculars
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There are also those high-gloss, rendered cut-scenes for intro
and outro, adding flair to the audio-visual aspect.
As I mentioned in the preview, the first major difference over
its precursors is that AOM is now built using polygons, as opposed
to sprites. While the Empire titles weren't exactly ugly, this next
game is a sight for sore eyes.
Together with a fully scalable and rotatable floating camera, Ensemble
has crafted a amazingly detailed and authentic game world.
For starters, if your PC can handle it, you'll be able to pump
the resolution up to 1600x1200 in 32-bit colour, and in this res
the game is truly awe-inspiring.
Thankfully, even on the lower resolutions, like 800x600 in 16-bit
colour, the game looks amazing and the fact that it runs smoothly
on entry-level PCs (we tried it on an Athlon 650Mhz CPU) is testament
to Ensemble's coding proficiency - kudos to 'em all!
Playing as the Greeks - the first playable race in the campaign
- you'll see lots of oceans, complete with waves washing up on the
shore, grassy plains, rolling hills, thick forests and long ravines.
The texturing is immaculate, which is surprising for an RTS game,
and unit animation is well above par. You'll see long ships' oars
rowing, cavalry galloping and yes, even soldiers bleeding - it's
all there.
But back on the topic of terrain, it's included for more than just
cosmetic reasons. All those budding tacticians out there will delight
in the logical ways in which you can use various terrain to your
advantage.
For instance, there are often naturally occurring choke points
in the map that can be taken advantage of.
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Egypt's
annual chariot convention ended in tears...
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Furthermore, if you station units on the high ground of cliffs,
they even get an attack bonus, while those attacking from below
suffer a penalty.
Forming a plan of attack will all be nought if you don't have sufficient
defenses, however.
Building walls around your evolving empire is the usually the basis
for a good defense and you can station guard towers around the perimeter
- which can be upgraded as you progress though the ages with stronger
attacks, better line of sight and even things like boiling oil.
AOM also allows players to collect ancient relics. Once collected
by a hero unit and placed in a friendly temple, they offer a number
of bonuses, from increasing the speed of workers, to adding an attack
bonus to all myth units.
When it comes to offensive tactics, the best idea is go with a
highly varied group of units, incorporating mythical units and heroes.
Heroes are super-tough, many of which can regenerate hit points
and cast minor spells, such as temporarily improving the attack
stats of surrounding units. Some hero units can be created at the
town hall, but the most powerful heroes are often served up at the
start of a mission, and carry through the campaign.
Mythical units are built at the temple or place of worship and,
unlike normal units, they require another resource in addition to
food, gold and wood - favour.
Playing as the Greeks, favour is garnered by getting the plebs
to pray at the temple, the results of which can then be used to
train mythical units, such as minitaur, the cyclops and even Medusa.
Interestingly, not all races gather this resource in the same manner.
To gain favour as the Vikings, you basically have to kick a lot
of booty - suffice to say the Norse Gods delight in violence.
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The Vikings
gain Godly favour by initiating battle
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For all the good points in Age of Mythologys, things would have
been annoyingly frustrating had the interface been lacking.
Thankfully, this is far from the case. Most RTS fans will pick
this up in a jiffy, regardless of whether they've played the games
precursors.
The AI scripting is also pretty impressive, but to see it in action
you'll want to play the game on one of the top two difficulty levels.
One the greatest things about the original titles was the ability
to progress through history by way of advancing you civilisation.
In AOM, it's a case of meeting certain requirements - usually having
specific buildings - and then saving up for the high cost of advancement.
Each age you progress through will allow you to pick one of two
demi-gods, and these fellows will decide which mythological units
you can create at your temples, and also which spells you can cast.
As mentioned in the preview, the meteor and lightning spells have
to be seen to be believed.
If there's one complaint to be made about this game, it would be
for the repetitive music - but this is really the fault of no one.
The music is actually quite good, it's just that after several
days of non-stop play, one's ears feel bruised. On the other side
of the coin, the sound effects, including unit acknowledgements,
are top notch and never get tiresome.
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The Mythical
units are simply fantastic
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And then, once you've managed to battle your way through one of
the most epic and wholly engrossing single player games ever created,
you can jump online and have a more free flowing and unpredictable
game against complete strangers.
Truly, multiplayer AOM is amazing. It's colossal, massive, immense.
I would hazard a guess that Age of Mythology will go on to sell
roughly the same amount of copies of its predecessors (10+ million)
based on multiplayer merits alone.
This is dangerously enjoyable stuff, people...
From the amazing visuals crafted in full 3D, to the engrossing
storyline, immaculate interface, remarkable gameplay, to the never-ending
multiplayer possibilities, this would have been a truly massive
undertaking on Ensemble's part.
Ensemble big chief, Bruce Shelley, always said that his team's
aim was to create a real-time strategy game that incorporated all
the empire building elements of more traditional turn-based strategy
titles. Brucey boy, congratulations - mission accomplished!
Game:
Age of Mythology
System: PC
Players: 1-multi
Online: Hell yeah!
Developer: Ensemble
Studios
Distributor: Microsoft
Rating: 90%

(Ratings
Key/Explantion)
Age of Mythology is on the shelves now.


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