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What fond memories I have of The Settlers, sending those cute little
townsfolk around my mazelike pathways as they constructed my small
island paradise into a small island empire, and then the crushing
feeling of disappointment when I met an enemy culture and was forced
to endure its rickety combat system. This game has nothing to do
with Settlers by the way, just in case you're wondering where this
rambling is going, but they both share similarities - the main difference
being that Anno 1701 feels like the game The Settlers could have
become had it set its sights a little higher.
As
with The Settlers, Anno 1701 is a city management game in which
you must build a sizable island community into something larger
and more profitable in order to expand. But you begin with next
to nothing, other than a ship, a fog covered map and a huge world
to explore. You have to find your own island to call home, all the
while racing against other explorers out on the same task. Once
you've found an island and settled, it's time for the colonisation
process. Resources must be gathered to build up your stockpiles
of building materials and food in preparation for the arrival of
your first Settlers (still nothing to do with that game remember!)
and it's here that the real challenge begins. It's actually the
populace that controls the growth of your island - appease their
demands and once they reach a certain population capacity they evolve
into one of the next four social classes, with new demands and a
brand spanking new brick house to replace the cobbled together wooden
shack they originally lived in.
With
a new social class comes new building options, new structures to
exploit, rarer resource deposits to extract and more exotic goods
that can be traded or go towards triggering the next social ladder
climb. But it's a delicate balance to keep your populace happy with
the supplies you've gathered, all the while attempting to make a
profit from taxes. Your populace are a finicky bunch and should
you fail to keep up on even one of their demands then their happiness
is going to plummet - and if they don't riot they'll, for some inexplicable
reason, de-evolve themselves down a class!
Keeping
on top of the demand of your island isn't that difficult once you
discover that it's easier to just pile up the resources you need
before launching in and setting your populace off on the next social
evolution, but there are numerous other obstacles that hinder your
progress throughout, from natural disasters that can decimate your
thriving town to pirate attacks on your ships. The main problem
you'll face however is the limit of your resources. One of the first
things you discover is that not all of the islands in Anno's huge
world are privy to all of the resources you need, and with an ever
expanding population and their demands requiring you to seek out
the even more desirable resource deposits that you need to make
them happy, comes a rather problematic situation. An example could
be that your citizens require tobacco in order for them to evolve
to the next social class, but your island doesn't have any tobacco
plants to exploit, so the solution is to either open up a trade
agreement with the free trader who occasionally stops by at your
island, an expensive and often time-consuming alternative, or bung
a few tools and building materials into your ship, set sail and
colonise an island that does contain the resources you need,
suddenly turning your small island paradise into the building blocks
of a superpower.
But
even this has its own share of problems - specifically that you'll
encounter the other explorers who are also expanding their own colonies
and are in the same need of the items your citizens require. Should
they get to colonise an island and nab its resources before you,
providing there isn't another island with the same resources in
supply they'll have you at a disadvantage. So a new problem - your
townsfolk require chocolate to keep their fat bellies full and their
mood happy, but the only cocoa beans needed to fulfil this have
just been taken by one of your rivals. The solution? Either set
up trade negotiations or go to war and take what you need by force.
It's
with the latter option that the strongest sense of déjà vu between
Anno and Settlers makes itself known, as it's not until you make
an enemy of one of your opponents that you encounter the rather
bland and un-involving combat system. Typically you get to train
up a few various types of troops and build watchtowers to guard
your settlements, but none of it is particularly compelling enough
for you to go out of your way to bother with this aspect of the
game, unless you absolutely need to. More disappointing is naval
warfare, which could and should have been one of the highlights
of the game but is instead just as tedious as land-based battles.
Ships shoot at each other with little sense of direction, gliding
through one another until one has either retreated out of view or
been destroyed, with the type of ship to ship combat of Sid
Meier's Pirates. This could have been an excellent addition
to the game, but what it instead amounts to is a mildly irritating
diversion. Thankfully the real fun in Anno comes from its rich,
easy to grasp economics and addictive management, so the fact that
the combat system is so tacked on isn't much of loss.
It
looks and sounds great too; the colourful Caribbean world is brought
fully to life in stupendous detail, so it's easy to get lost inspecting
your town up close as your citizens cheerfully walk the streets,
visit the markets and wander around in a drunken stupor when the
beer wagon arrives in town dispensing free booze to all. Anno never
skimps on these little details either, with each level teeming with
wildlife on and off land. Only the occasional repeated one-liners
spouted from your population spoil it, but for the most part such
minor quibbles aren't enough to detract from the game's staggering
good looks.
As
for replayability, the game contains a vast sandbox mode at its
heart that allows for the customisation of practically every facet
of the game, from the size of the maps to the difficulty of the
AI opposition - there's an impressive amount of options to play
around with that all go towards building the kind of game you want
to play, rather than one that has been predetermined. There are
also some single player objective-based missions to complete elsewhere,
but you'll often ignore these in favour of the freedom offered to
you in the main game.
Added
to this is a multiplayer mode that simply swaps the AI for real
players, but it's a mode that suffers from one main problem - this
isn't the type of game you'll want to commit to unless you've got
a few spare hours or a Sunday evening free; the single player game
can shave hours off your life but at least allows you to take a
break every once in a while, something you'll not be privy to with
the multiplayer. It's also looking a bit bare player wise at the
moment, although this may change with time.
This
isn't the only problem that ails Anno; aside from the disappointing
combat system the game also has a bizarre and needlessly fiddly
build interface. While many games allow you to place down as many
building as you want, if you want to construct a line of six houses
in Anno, you're going to have to go through the build interface
and select those buildings in between each placement, which, considering
the size of the towns you build, can be mildly frustrating.
Anno
1701 is an addictive game that's easy to lose yourself in. It's
the closest a game has come to emulating the easy, fun and challenging
gameplay of The Settlers games while accidentally tripping over
its own feet and landing on near enough the same disappointing combat
system. Had the fighting been anywhere near as good as the managing
then this would have been amazing, but even without decent combat
it's still difficult to put down once you've got into to the swing
of things. While not perfect, out of all the recent management games
Anno 1701 stands tall as one of the best. Now if you'll excuse me
I've a colony to build, pirates to slay and a few more hours of
my life to lose.
Reviewed by Kieron Giacopazzi for AceGamez (All Rights Reserved).
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