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Age of Empires II

"The Age of Kings"

Game Type: Real Time Strategy

Developer's Website: www.ensemblestudios.com

Game Site: www.aoeii.com/

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Age of Empires II will be one of the biggest games of this year.  And for good reason.  While the game builds off the winning formula of the original Age of Empires this is more than a mere sequel, it raises the bar for real time strategy games.  While it's a gorgeous game but it really shines in the areas where it improves on game play.

In AOE II you play the role of one of thirteen cultures: Britons, Byzantines, Celts, Chinese, Franks, Goths, Japanese, Mongols, Persians, Saracens, Teutons, Turks and Vikings.  The single game only covers five of these cultures and the rest are reserved for multiplayer and skirmish games.

In the single player game you must accomplish various historic battles that were important to that nation's success.  While the battles themselves are not accurate recreations of those battles, the game isn't about creating authentic battles but about great game play.

AOE II greatly improves the play experience by improving the user interface, especially unit movement.  The game introduces automatic formations for your armies which nearly eliminates the need to micromanage the deployment of your forces.  Myth and Myth II were the first games to employ unit formations but AOE II takes it a step further.  The units as they enter their formations group themselves according to their strengths in melee combat.  Weaker units position themselves behind stronger units.  There are several formation types, all of them very useful.

Anything which reduces all the micro management necessary in so many RTS games is most welcome to this reviewer.  The AI helped reduce the need to micromanage units somewhat by making path finding better (units don't get stuck in nooks and crannies very often) and units a little smarter.  However, there are several things they could have done to make life a bit easier. 

Units could have been able to react better when left along in combat.  Missile units would allow themselves to get into combat at melee where they are vulnerable.  Horse mounted archers should have known to run away and attack from range.  Instead you are forced to micro manage this.  Unfortunately the computer AI seems able to micromanage itself as well.  

While not as common as in the original AOE, fighting on more than one front can be very frustrating since you can't manage two battles at once.  Since the AI is still rather "dumb", units would allow themselves to be decimated, ranged units would run outside the walls into a mass of the enemy, etc.  I often found one group simply gone after I had to deal with matters in another part of the screen.  There are sound and visual queues telling you when battles occur or other events happen, and while these proved very helpful I often found myself missing these queues because I was concentrating too hard on another task.

Now, others might not have the same problems I had or feel as frustrated as I did but if there is one thing that will drive me bonkers about and RTS is too much micromanagement, especially when it'd be simply to avoid it.  In AOE II, the single most annoying bit of micro management is food gathering.  Farmers should re-seed their farms on their own, fishing vessels should rebuild their traps.  Forcing the player to have to click on these units and make them rebuild is a bit anal.  While it's clear that this activity is part of the game balance, I for one wish they'd balanced food gathering differently.

The problem with micro management is that if you aren't able to multitask well you'll end up very frustrated.  Fortunately, AOE II has a very easy setting for those of us who are multitask challenged.  For those who are great at it, there is plenty to keep you happy.  At the higher difficulty settings, the AI behaves very differently than at the lower settings.  The AI is smarter, uses better tactics and is more aggressive.  I could swear that the AI learned from its mistakes as the game progressed.  

Unfortunately, in the single player game, the highest AI settings usually means the better equipped computer opponents rush you at the start of the game when you're weakest.  This is a favorite tactic to make the AI tougher to deal with.  However, the strategy is always the same for the defending player.  You first build up sufficient defenses to hold off the initial assault, then build yourself up slowly until you can take the offensive.  These kinds of scenarios are generally games of attrition.  For RTS games to reach the next level of game play there needs to be some more variety.  With the improvement in AI, perhaps this will become a reality in the next year or two.

The game is beautiful.  It gives you the feeling of being in a medieval world complete with castles and walled towns.  One of the things that appealed to me most was the sense of building a walled town defended by castles.  I found out that walls have two uses: one, to keep the enemy out and two, to funnel the enemy where you want him to go.  Strategically placed defenses can be tough to breach.  But any defense can be taken down just as any offense can be defeated.

This bring us to play balance.  In an RTS it's often a matter of the game "Rock, Paper, Scissors" where no single unit is able to dominate the game.  Each unit has its strengths and weaknesses.  While this concept may seem simple, it's actually very hard to do it well in practice. AOE II did a great job of it.  You can create very powerful combos and if your opponent doesn't have the right defenses you can roll right over him.  But if you run into the right defenses, your attacking force can be decimated very quickly.

The engine used to run AOE II does a beautiful job.  I never experienced a single crash in about 40 hours of game play.  The interface is straight forward and easy to use.  The addition of the formations for your armies allows this sequel to break some new ground for RTS games.

The game doesn't treat religion in any serious manner.  Priests have a function to heal and to convert but this is common between all priests of all cultures (there are a few minor differences in upgrade options).  But that fits the generic nature of the game itself.  At the same time, this generic approach doesn't offer any controversy either.  Religion is, therefore, somewhat bland and underdeveloped and relegated to a specific job.

As a game of history, there is nothing in AOE II to commend itself to learning anything beyond some cursory glimpses into the fascinating cultures it covers.  Even those glimpses are about as generic as they can be.  But AOE II isn't trying to be a history lesson.  Even so, more information or an RTS better integrated in the story would have been a nice touch.

So, should you go out and buy it?  You bet.  Unless you think that violence is in every way wrong (even bloodless animated violence), this game will provide you with many hours of enjoyment.  It's one of the better buys of the year.

Final Score

Highlights: Beautiful game, formation options for units is superb, a great feel and well balanced game.

Lowlights: Still too much micromanagement and the AI's stupidity can have you pounding your keyboard in frustration.

Recommendation: Well worth buying.  It breaks some new ground for RTS games and offers solid game play.

Age Appropriateness: Pre-Teen to Adult

Christian Sense (CS): 3

Game Engine (GE): 4

Game Play (GP): 4

Overall: 4