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Rise of Nations

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Rating: 3 out of 5 stars - It may be a great online expeirence but SP doesn't appeal!
So Rise of Nations, a real time strategy game which in my opinion is more of a militaristic game than most. One of the main problems about Rise of Nations is its length. It took me 3 days playing it to beat the game and I have no appeal to replay this one. Ive heard that the multiplayer aspect to the game is great but when I review I like to judge the SP more than MP. To get away from my rant of the length, I have to say that I found RON's interface quite easy to use. The graphics were very well done and pleased my eyes.

To some up my review, while I was playing the game I loved it but when the expeirence ended, my joy ended!




Rating: 4 out of 5 stars - Great game but not as good as Age of Empires
This is a good edition to aoe but not the best this game is way easier to beat then aoe and this game gets boring real fast and aoe never gets boring also this game has a TON of buggs in it even good computers wont play it well!



Rating: 2 out of 5 stars - Unfun
I find RON so similar to Microsoft's Age of Kings series game mechanics. If you enjoy Microsoft's approach to RTS then I would recommend you buying RON.

On the other hand, If your tastes are more inclined to Civilization then don't buy RON or you'll find it boring. I've honestly tried playing this game five times and I just cannot bare it. I eventually go back to civIII because I find it much more intelligent and deeper.

In RTS it's not so much about the latest graphics, it's the playability and the challenge that counts. I find the graphics of RON better than those of Civ but it's just not enough i'm afraid.



Rating: 5 out of 5 stars - History of the world, revisited
I bought this game on a whim - and it proved to be one of my best game buys, EVER.
It melds the Civilization idea with the RTS gameplay and ends up with a solid game, providing hours of fun. If you're even remotely interested in history and strategy games, this game is for you.
To describe it is somehow difficult - think Civilization with a twist. Your cities have a sort of "influence radius" - a border inside which you can build. Expanding these borders is essential, as is careful use of your units (true for all RTS games, after all). One of the nicest touches are the Wonders of the World: just like in Civ, you can build these to gain an edge over your opponents.
Overall, a very good game. Highly recommended.



Rating: 2 out of 5 stars - Hype of Nations
I've never considered myself a real-time strategist. Since Westwood's seminal *Dune II*, I've beaten about every major RTS on the American market. Yet game play hasn't evolved enough to sustain my interest.

Same goes for turned-based strategy, though I've been clicking "Next Turn" since the original *Civilization*. These too, have stuck by the formula with insufficient innovations to maintain replay value.

So when PC journalists began to herald an RTS/TBS revolution last year, I took notice. Developer Big Huge Games and game `zines alike trumpeted a game to bridge the gap between the excitement and mechanics of real-time war games with the scope and sophistication of turned-based empire builders.

Folks, I am still waiting. In the meantime, I received Big Huge Games' *Rise of Nations*; beneath all the hype it's a disappointingly conventional RTS.



From the get-go, it's necessary to sort game from advertisement. Favorable reviewers all around have gushed some variation of the following:

1. *RoN* is a sophisticated RTS.

2. *RoN* is an epic RTS.

3. *RoN* is a hybrid between RTS and TBS game types.

4. *RoN* is a sophisticated, epic hybrid between RTS and TBS types.

While I haven't tested these claims online, my single-player conquests invalidated these claims.

*RoN* rigidly adheres to RTS tradition. Gameplay confines to the B3 principle: Build bases, Build units, Blow up. The developers include a Risk-style "Conquer the World" mode which offers raiding party actions, but otherwise missions are solved by building a base, amassing resources, and then smashing a computer-controlled base with a large, clumsy army. Like most modern RTS games, *RoN* offers rudimentary diplomacy, research, and economic features to upgrade your forces. Likewise, it offers a choice of combatants distinguished mainly by military power and texture skins variations. Finally, *RoN* arrays stereotypical unit types and superfluous gimmicks... like most RTS games, the player will quickly learn that building a bunch of tanks and rushing the enemy base works most of the time.

*RoN* rushes with Blizzard-style play mechanics founded back with the original *Warcraft*. Players use a central building to generate labor units, units who mine a small range of archetypal resources from battlemap hotspots and typically hoof them back to the central building (though *RoN* mercifully permits players to build collection camps on-site). Players then spend these resources by ordering labor units to build factories, laboratories, and fortifications around the central building. Each has its own build queue for military units, and/or unit upgrades as well.

Bases are not sprawling, well-defend affairs as in the Westwood model. Fortifications lack sufficient range and hit points while costing too much to build; discouraging base-camping and encouraging aggressive play. One usually wins by destroying selected enemy buildings. A 200-unit population cap per player constrains their entire infrastructures.

Frankly, I find this game-style dated. That doesn't stop Big Huge Games from trying to adorn their product with trappings of the turned-based empire genre. *RoN* notably introduces a "library" of additional building and unit upgrades. This library also improves caps and modifiers for resources, and improves the next notable introduction, national borders. National borders act strictly as a weapon, by inflicting "attrition" damage on any enemy unit or building caught on the wrong side of a shift. Per *Civilization*, a number of "wonder" buildings unlock special powers and modifications. And the players can advance through levels of technology called "Ages". BHG emulates Stainless Steel Studios in offering peaceful technology or resource races as an endgame option for skirmish and multiplayer modes.

And that's it. Big Huge Games might call its combatants "civilizations", its labor units "citizens", and its bases "cities"; in practice it's still the Blizzard RTS military model. The intricate tech trees of the *Civ* and *MOO* series are here trimmed down to lines of yet more unit upgrades. Borders have no cultural or political purpose-they just act as a force shield. Economy is still a shallow matter of collecting resources and uncovering crates to build powerful armies. Missions are limited mostly to combat, the non-military options being woefully underdeveloped. Yes, *Rise of Nations* is straight RTS, no more sophisticated than *Starcraft* or epic than *Empire Earth*.



With *RoN* put into perspective, I can see its virtues more clearly. It's a fast-paced entry into the "historical" genre, for those who want to upgrade armies from the stone age to modern times in an afternoon. A plethora of civilization-specific units and advantages lends a style choice to whichever side you play. BHG keeps base buildings to a minimum, and players can immediately build all units available for a given age, so long as they have the resources and the factories. Resources are widely available and players have plenty of room on each map to spread their bases and amass armies. BHG also incorporates good unit AI and path-finding. If the player doesn't want to worry about an extended campaign or story-line, *RoN* is all about skirmishes and multiplayer.



Perhaps as much as the hype these traditions fail to please me. I'm tired of the arbitrary 200-unit population caps and mindless B3 routine. Westwood games may be even more dated in their play mechanics, but at least they concentrated each game on a story and well-executed themes, instead of developing a loose collection of skirmish variations beneath a thread-bare claim of being "historical".

BHG could have broke the mold; the idea of a true epic RTS is one of the great unrealized ideas in PC gaming. They played it safe instead-but had the gall to call it something it is not. Make no mistake; dedicated RTS gamers will probably love this game for the same reasons I dislike it. But serious TBS gamers may be disappointed all around. *Rise of Nations* is no real-time *Civilization*; it's as conventional a military RTS as they come. Just don't buy the hype if you buy this game.



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