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Throne to the dogs?
By Martin
Kingsley
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"Have at you, giant infantry
of wonky scale!"
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I'm not a big strategy
fan. Really, I'm not.
I make an exception for the Warcraft games because I
have an obsession with orcs, but other than that I find it difficult
to sit through prolonged exposure to the genre without reaching
for my trusty sawed-off.
Why, you ask?
Because, while I do have patience, I also happen to
have a life, and sitting around for hours on end dragging little
men in kilts from one end of the world to the other, while aesthetically
appealing, is not my idea of fun.
Apparently, unlike most of the world, I don't have a God-complex.
Still, I will give credit where credit is due, so anyone who happens
to be breathlessly reading this can stop chewing their fingernails
and relax. Ready to continue?
Good. Rise of Nations was, essentially, Age of Empires squared,
spanning six thousand years from the Stone to Information Ages with
varied units and an innovative real time/turn based style of gameplay.
Age of Empires squared can only be a good thing, right? Right.
In fact, it was such a good thing that it garnered a Game of the
Year award and high scores across the journalistic board.
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The attention to detail is truly
impressive
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With Rise of Nations garnering such success, it was only logical
that an expansion pack would follow.
Now, since we're still talking logically here, I think I'd better
mention that it is almost a given that expansion packs never manage
to provide enough content to equal the play time available in any
one game.
Not so with Thrones and Patriots. We have a grand total of six
new races (bringing the total number up to 24), specifically the
Americans and two types of American Indians (Lakota and Iroquois),
the Indian Indians, and Dutch.
Just to round out the field, we've also got the Persians (prince
not included).
All six races have totally new abilities and some new units, and,
to go with the new nations, Microsoft has thrown in four new campaigns,
all of which are good.
The abovementioned campaigns are reasonably spaced out, time-wise,
playing out such events as the conquests of Napoleon and Alexander
the Great, the Cold War and, to add a bit of flavour to the proceedings,
the migration from Europe to the "New World".
Of course, we don't get to play the sequel to that last campaign,
where all the migrants realise the New World isn't really all it's
cracked up to be and catch the first boat home. Pity.
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The number of naval units takes
many
battles to another (enjoyable) level
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I won't go on about the graphics and sound etc, etc, yada yada,
ad infinitum, on account of the fact that Will Barker and dear old
Tom Fahey did that on my behalf in their original Rise of Nations
review, so those wondering what happened to the word count here
can check their review out for the straight
dope on all matters visual and aural.
Any who accuse me of laziness can just come over here, put that
blindfold on, and stand against this sunny, bullet-riddled brick
wall; you know, the one I prepared earlier.
Now, with the threats and shameless promotion out of the way, I
can move on to my conclusion, like so:
All in all, a nicely put together expansion pack from the cyborg
assembler drones at Microsoft Games which gives all you strategy
fans several good reasons to continue playing Rise of Nations, like
the ability to play as a Persian. That has to be good for the soul
[Don't knock the Persians - Ed].
Me, though, I think I'll be sticking to my orcs, soul or no soul,
thankyou-oh-so-very-much. Green men with axes are just dead sexy,
don'tcha know?
Game: Rise of Nations: Thrones and Patriots Exp. Pack
Players: 1-multi
Online: Yes
Developer: Big
Huge Games
Distributor: Microsoft
Rating: 80%

(Ratings
Key/Explanation)
Rise of Nations: Thrones and Patriots Exp. Pack is
on the shelves now.


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