Des McNicholas has been bravely battling tectonic movements... or is that Teutonic?
Developer, Big Huge Games, set out to bring a new flavour to the real-time strategy genre with this one, and it's fair to say that it goes a long way towards achieving that goal. Rise of Nations is a deft mix of traditional RTS gameplay, a very basic but innovative strategy system, and neatly balanced combat and economic elements. At first glance it doesn't look like the groundbreaking title promised on the box, but Rise of Nations rewards extended play with a good mix of civilisations and unit types, excellent technology trees, top-end graphics, and the chance to cram terrific games into a short space of time.
Rise of Nations spans 18 civilisations and 6000 years worth of development, from the spears, hunters and farms of the Stone Age to the full mix of Information Age knowledge and technology. The excellent and highly configurable Quick Battle mode is supported by reasonable tutorials and a strategic Conquer the World Campaign that lets players pick their targets and gain bonuses on the way to world domination. Eight-player multiplay is supported via LAN or Internet, and a solid scenario editor is included. Rise of Nations plays very well as a high-end RTS title, but newcomers will also find it a terrific introduction to the genre.
Things generally start with the gaming equivalent of two dollars, a piece of string and a live chook. The immediate task is to build the basics of a small settlement, establish a thriving economy, and provide for some rudimentary defence. Early mission objectives tend to revolve around resources and minor conquests, but the emphasis is very much on establishing the libraries, universities and markets needed to advance through the game's eight historical epochs. The construction system is simple and nicely presented, with tool tips galore to set players on the right development path and terrific animations to keep track of progress.
Rise of Nations sets limits on city growth, forcing players to establish other settlements in order to expand. Despite being a little overwhelming at times, the system works well and goes a long way towards avoiding the mad rush and impregnable defence tactics some players are used too. Troops operating outside their national limits are slowly eroded, discouraging continuous assaults in favour of national development, and encouraging alliances and well considered tactics. Conquer the World mode builds on Big Huge Games' more measured approach, letting players concentrate on broad strategic decisions before jumping into battle.
Resource management is well balanced between hands-on control and automation, with villagers exercising enough common sense to get things done. The basic resources of metals, stones and timber are supplemented by a simple trading system, and civilisations tend to 'self develop' within their epoch without too much prompting. Advancement to future ages is a different matter, as players must keep a close eye on the research and resources needed to move forward. Electricity and oil play a big role in later ages, with refineries and power plants providing key targets once things hot up. In a nice touch, fuel guzzling aircraft will turn back to base if they run out of juice.
Each civilisation brings a small number of special units and national attributes. The national flavour carries on through the ages, reflected in unit markings and structure design, but the rapid rise in technology means it probably has less impact on the game as time progresses. That said, gaining a technological edge over an opponent can bring a devastating short term advantage - attacking stone walls and catapults with M1 Tanks and jet aircraft makes for an interesting afternoon! The mix of units looks bigger than it is, thanks to a solid upgrade system, but it ultimately includes ballistic missiles, aircraft carriers and nuclear weapons.
Rise of Nations manages to stand out from the current RTS glut by bringing a few new ideas and first-rate presentation. The pace of the game is quicker than most, and players will be impressed by how much can be covered in a few hours of play. The epoch system works well, with economic and cultural development having a major impact on game outcomes, and it's great to move from knives to nuclear weapons in such a short space of time during multiplay. The marketing hype is a little over the top - particularly regarding Conquer the World - but Rise of Nations is a strong title that won't disappoint.
Issue: 137 | June, 2012