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Age Of Empires: Age Of Kings

The NintendoDS has paved the way for many new ways to play. The Touch Screen allows a variety of interface options, rivalled only by the humble computer Mouse. Trauma Center: Under The Knife allowed easy control of a range of medical instruments, Metroid Prime: Hunters showed how a StylusElectronic Theatre Image was a fine tool for head shots and Phoenix Wright: Ace Attorney breathed new life into the Point-And-Click genre. Given the flexibility of the interface and it’s similarity to a Mouse, many have pondered if the Point-And-Click Adventure is not the only trademark PC genre that could make an appearance. The PC has long been the definitive platform for Strategy games, going back as far as the likes of Dune II: Battle for Arrakis, and features wealth of titles in it’s back catalogue, many of these native to PC’s not much more advanced than the hardware of the NintendoDS. In fact, it’s almost surprising that EA haven’t taken advantage of their acquisition of the Command & Conquer franchise and ported the Nintendo64 edition. However, EA isn’t the software behemoth to bring PC gaming to the system; it is the top dog of PC software and potential rival to Nintendo, Microsoft, with a re-envisioning of it’s trademark Real-Time Strategy series; Age Of Empires.

First and foremost, as a Turn-Based Strategy game, Age of Empires: Age of Kings bares little resemblance to its PC forefathers, owing more to the likes of the excellent Advance Wars series. In fact, despite developers Ensemble Studios being a Microsoft owned company, there are no references to Microsoft Game Studios whatsoever. However, the heritage of the series is clear from the setting, the units and the use of a Tech Tree. The game features five Campaigns of increasing difficultly, as well as a fully realised Skirmish Mode - known as Empire Map - and Multi-Cart Multi-Player. Players must guide the likes of Joan of Arc, Saladin, Minamoto Yoshitsune, Genghis Khan and Richard the Lionheart through Missions based on their exploits.

The game is based utilises a Grid System, with Units having a limited movement to a number of spaces. Through the use of a Builder Unit known as Villagers, some Missions allow towns to be built, whilst others feature a set number of Units with which the player must complete Objectives. All Units fall in to one of the following categories; Infantry, Cavalry, Electronic Theatre ImageSiege, Ranged and Hero and follow the Paper/Scissors/Stone-esque philosophy virtually necessary for a modern Strategy game. For instance, Cavalry incurs a penalty of 50% to its attack versus Buildings, while gaining a 33% bonus against Infantry and Ranged Units. Several Units also feature unique Skills, such as Anti-Cavalry or Frenzy, which give bonuses against certain enemies or in certain situations. There is a good variety of units available and knowing which to use at the right time is necessary in the later Missions in which the game’s difficulty becomes quite formidable. In addition to this, each civilisation has a unique Unit and a Hero. Hero’s are significantly harder than standard Units and have access to a variety of specialist Powers, such as healing nearby allies or boosting their defences, and are also key to beating the games later Levels.

The games two main differences from the Advance Wars series are the inclusion of a Tech Tree and the ability to construct your own buildings. First and foremost, as with many Strategy games, Resources must be harvested in order to fund the many buildings and Units required to win; in this case Food and Gold, and collected via Mills, Farms and Mines. In order to start researching and to build the structures required to train Units, the player must build a Town Centre. This building allows the Builder Unit, Villagers, to be trained and also provides spaces adjacent for other structures to be built. Each Town Centre gives the player four spaces to build unit and research structures and four spaces for defensive structures known as Towers. Whilst Empire Map allows players easily enough Town Centres, some Missions restrict the number, forcing the player into making decisions as to which structures to build. The game also features two other free-standing structures, Wonders and Castles. Wonders are occasionally used as a victory condition, but if not, work as an investment, producing a decent amount of Food and Gold each day. The other is the Castle, which functions as a defensive structure and produces your countries unique Units. In addition to building structures Electronic Theatre Imageand Units, the player must research various Upgrades. These include increasing the attack and defence of your Units, increasing your Resource Income and allowing new Units to be built. Whilst building Units for defence is essential for victory, players will need to research to remain competitive and to move through the Ages. When you have researched the designated number of technologies, you are given the option to advance. As you go through the Ages you are given the option to build not only new Units, but all of your current Units are upgraded as well, giving you the edge against your opponent. This virtual arms race forces the player to carefully assess how to spend their resources and adds a huge strategic edge to the proceeding.

Age of Empires: Age of Kings displays the terrain, units etc. in an isometric perspective similar to that used by many classic turn-based games such as the X-Com series. The units selected on the Touch Screen have their statistics and skills displayed on the top screen, just as Advance Wars: Dual Strike does. Also Age of Empires: Age of Kings displays battles in a similar manner, with the two opponents charging in from either side. However, Age of Empires: Age of Kings has one-up on the competition in that the battles are played out with 3D Models. Hardly a defining feature, but a nice addition nonetheless. However one of the biggest problems in Age of Empires: Age of Kings is of a graphical nature. When lots of Units are on screen, the isometric perspective makes Units very difficult to select accurately with the Touch Screen, forcing players to resort to the D-Pad, a method that also can be unwieldy considering the games isometric nature. It is definitely frustrating, but the core game mechanics do make up for it.

Although repetitive after a while, the music in Age of Empires: Age of Kings seems culturally relevant, and of a decent quality. The game also features Speech Samples for Units which, although accented to sound like the countries people, do not really make any sense. But then, neither do the folk inElectronic Theatre Image Animal Crossing: Wild World.

As a game, Age of Empires: Age of Kings has translated from PC to NintendoDS very well. The Single-Player Campaign is easily in excess of twenty hours long and the Empire Map Mode only adds to the longevity. The game’s core mechanics are rock solid, and if you are a fan of Turn-Based Strategies, you will want to complete the Campaign and are likely to find a lot of enjoyment in the Empire Map Mode. Age of Empires: Age of Kings does have a few minor glitches however and can occasionally crash, which can be very frustrating. Thankfully Majesco have looked into the matter and state that having a Profile Name longer than four characters will solve the issue. For those who enjoyed Advance Wars: Dual Strike, the purchase of Age of Empires: Age of Kings is almost mandatory. Players of the PC incarnations of Age of Empires will find a new take on the franchise but one that uses the ideas of its forefathers well. Unfortunately, Age of Empires: Age of Kings is not likely to find fans in younger or female gamers, although the wealth of accurate historical information may attract older players. Nevertheless, despite its flaws, Age of Empires: Age of Kings is a great game and proof that core PC franchises can find a home on Nintendo’s multi-million selling handheld, more of the same please.

 

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G-man                                                                                                                                      Reviews Score Table Interpretation.

18/11/06

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Each of these articles has been written either independently of Electronic Theatre or by an external viewer. The opinions discussed in these articles in no way reflects the opinions of Electronic Theatre.

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