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Total irrevocable world domination; the utter obliteration of any
powers standing in your way as you seize control of every corner
of the globe, from Ohio to Olso and Japan to Gibraltar - if this
prospect doesn't stir fiendishly malevolent and gleeful hand-rubbing
within you then you're either Mahatma Gandi or Michael Moore. It's
a home truth: there's a little bit of Pinky and the Brain in us
all, and without it our lives would be much more stagnant. After
all, it is the fundamental, primeval driving force behind our sprawling
metropolitan cities, nuclear programs and space exploration schemes.
So if Empire Earth III provides the means to an end we're all secretly
looking for then I'm embracing it with arms outstretched!
And
I'm relieved to say that it undoubtedly does. There are games out
there that give us world-scale destructive powers, like the recently
released DEFCON, the genre-defining
Civilization
series and Total War
- but I have to admit that developers Mad Doc have given us a fantastically
alluring scene upon which to commit a full world takeover. Our campaign
screen is literally a huge, well-rendered planet Earth, complete
with lovely, shimmering oceans out of which contoured continents
rise majestically. You are given a choice of three different civilisations
to play as, roughly translating into the British Empire, the Ming
Dynasty and the Greeks; and each race balances out its combat strengths
and technology advantages accordingly, so there's something here
for everyone.
The
game begins with a very impressive scene-setting FMV (I'm a sucker
for decent CGI and so should you be!) and then you're placed into
the 'world view', with command of your sovereign nation and several
options revolving around attacking, building armies, defending or
being all diplomatic and sending adjacent countries baskets of fruit.
This is the screen upon which you also upgrade which age of history
you are in. Everything costs certain varieties of points to perform,
which you accrue as you play and also obtain from your strategic
decisions on the world map. Each province can be aligned to a certain
cause, such as military or defensive, and depending on the 'natural
resources' of each location you gain more or less of the necessary
advancement points. It seems odd that some regions would be worth
pre-assigned values of diplomacy points though, as it seems this
should be down to the relative position of the rest of your provinces
- but the available resources are balanced out across the globe.
So,
after marching a few armies around, I reached the Australian mainland
and cheekily waltzed in with my assembled forces, challenging the
superiority of the resident ruler. This is where we zoom down to
the battlefield to sort the men from the boys in true RTS fashion.
The action is presented in a full controllable isometric viewpoint
and I immediately found myself drawing comparisons with Age
of Mythology, expect there was a frustrating amount of clutter
on the screen; the obligatory mini-map is hard to coordinate with
camera control and it felt cumbersome getting what I wanted on the
screen. This is an obvious hindrance but accordingly the building/exploration/combat
cycle doesn't move too fast and things flow quite well once you're
accustomed to everything. The details in the battles are very impressive
and I have to give it to Mad Docs' animation crew, as the units
are really something special; just sitting there and watching their
comical idle animations is a true joy and it's nice to see that
some developers are still aware that gamers appreciate extra subtlety,
especially in titles where there is so much going on - it's nice
to be reminded that your units are indeed little people and not
just a certain amount of resources converted into an attacking troop.
Building construction is excellent too, with tiny wheelbarrows that
have buckets of cement swinging to and fro. Each race advances its
base in exactly the same fashion, which is a disappointment though
as there was an opportunity to create differences other than unit
cost or strength - but the enemy of all RTS developers rears its
head here, the issue of balance.
Reaching
the right level of playability and cohesion really is a field unto
itself in the RTS genre and the Empire Earth games have always had
their own way of doing things - but with the level of experience
the developers have had, as well as a plethora of fresh-approach
titles with bold new features and intricacies recently hitting the
shelves, ready to be exploited and taken advantage of, a bit more
imagination or variety wouldn't have done any harm. Sure, it's true
that games don't necessarily need bold new combinations and concepts
to be appealing, but rather to simply present themselves with a
bit of originality and direction. True fans of the RTS genre will
acknowledge Total Annihilation as one of the greatest titles ever
conceived and its recent re-iteration in Supreme
Commander is actually being outplayed online by a third party
true recreation of the original game called TA Spring - not a single
thing has been changed other than a graphical overhaul. I think
this speaks volumes for the formula for the game design process,
which developers should take note of: if a ten year old RTS can
become more popular that a game that claims to be a total evolution
of its predecessor then is there really much need to revamp an unbroken
concept?
Something
almost uniformly annoying across the RTS board (aside from regimented
unit games such as Total War, but these don't really count, as troops
are not technically individual) is the way in which units move.
I'm not talking about animation: if the enemies in Far
Cry or Doom 3 charged
blindly at you in a straight line one after the other then would
you be wholly engrossed in the atmosphere? Unlikely - and the same
goes for unit after unit following their leader in true Lemmings
style only to be torn into scrap by a death valley of enemy laser
fire. So I was pleasantly surprised (to the point of really relishing
any imminent skirmishes) to find my troops neatly and efficiently
forming up into battle groups; my archers string arrows behind my
halberd men, ranged artillery pieces flank for support and cavalry
tightly coerce in their relevant roles. This stays true throughout
your technological evolution, as huge mythological beasts, musketeers,
mortars, cannons and later snipers, laser troopers and advanced
energy weapon vehicles join the fray. There is little to differentiate
between tech levels other than 'bigger is better'; tactics are thrown
out of the window when it comes to pitting anything from a previous
age against its superior. Combat feels just a little too clunky
though, as units' life bars slowly chip, away resulting in the outcome
of battles being obvious way before the end, regardless of quick-witted
micro-management.
Certain
additions to the requisite 'destroy all monsters' approach do show
up in various forms however. To gain advantage over enemy factions,
native tribes can be exploited by completing tasks for them such
as rescuing a kidnapped princess or saving a pillaged tribe from
their aggressors. It's nice to have these extra missions on hand
to mix things up while you advance your army, which also holds a
few surprises. EE III definitely lives up to its claim of taking
you through the history of warfare and beyond; delightful new units
pop up as you advance through time, beginning with little tomahawks
and arrows before building up to cannons and rifles, then machine
guns and tanks, then laser beams and gravity hole turrets. The effort
put into the animation is evident in all these little treasures
and there's a lot of technology holed into one game. It could theoretically
be a nightmare to learn and master each type of unit and its accompanying
strategy, but the game holds true to the methods of its predecessors
and the learning curve ensures similarities between each tech level
that ease you into the next stage without any hassle or re-thinking
of strategies required. This is a commendable achievement if you
look at the hideously complex tech trees of Civ IV, which need considerable
efforts to merely comprehend, let alone implement effectively, yet
instead of feeling like a cut down version of a game like Civ IV
it feels more like an alternative narration of history by Tony Robinson
instead of that Adam Hart-Davis who presents What The Romans Did
For Us - it's basically the same thing, albeit a lot more enjoyable
but unfortunately not as rewarding overall.
Undertaking
such a vast venture as it does, Earth Empire III requires plenty
of the very element it is emulating: time. You need lots of it (particularly
if you are not accustomed to the previous titles in the series)
to truly engage yourself with the style and flow of the game. The
learning curve is more a cryptic scattergram of wondrous discoveries,
satisfying conquests and moments of frustrating tedium leading you
on somewhat hesitantly as you battle tentatively onwards through
what should feel like a triumph - and it certainly sometimes does,
notwithstanding gameplay continuity casualties on the battlefield.
It's a mixed experience, but then so is our illustrious past (and
indeed will be our future) so there is room for forgiveness. There
is earth-shattering fun to be had and if, like Napolean, you are
prepared to march on when the odds seem stacked up then they'll
be erecting statues of your image for centuries to come!
Reviewed by Chris Davies for AceGamez (All Rights Reserved).
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