Assignment #1 Game Review: Empire Earth II |
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Empire Earth II is a real time strategy (RTS) game. The game stems as a sequel to its award-winning predecessor – Empire Earth I. However, unlike Empire Earth I, this game boasts of a full 3D view of the entire world, complete with ray-traced lighting, climatic weather changes that actually affect game play, and a manageable game interface, for both resource management and war plans. | ||||||||||||||||
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Gameplay Players start on a terrain map on opposite sides with a basic civilian structure, the town center, 5 workers and the following resources:
The map is divided into “territories”, with resources scattered all over these “territories”.
Also, when you gather enough tech points, you may also choose to upgrade your epoch to the next epoch, in which technological advantages will follow to help you improve all your units.
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Multiplayer support Multiplayer is also possible in this game, and like all RTS game, is highly encouraged. There are 2 ways to connect multiplayer: online through the Internet, or local through a LAN. Multiplayer in Empire Earth 2 is generally smooth with hardly any jerks or interruption during game play. |
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Other Additional Characteristics of Empire Earth II Tutorials to guide newbies The tutorial is explains the concept of playing the RTS game slowly but surely. Each step from simple ones like moving a unit, assigning task to workers, to complex moves like resource gathering, unit combat, is carefully and thoroughly explained in the tutorial through an English-speaking narrator. However the addition of subtitles in conjunction with the narrator might be better in helping many people to understand the lessons better as well as to remember them better. Management of Resources is simpler and not too repetitive In the past, RTS games have been criticized for been too much of a resource management game rather than a war game. This is because before the actually battles in RTS games, users need to build up a strong resource collection economy to support financially the huge cost of the war machines. This double role as a war planner as well as a resource manager can often cause users to divert unnecessary attention to either one side, leaving the other neglected. But because resources and war have such a strong interdependency, it is the user who can balance both that can untimately win the game. To work around this problem, EE2 strives to automate the resource management, choosing instead to focus on the war: Self automated production of workers With the self-automated production button turned on, users can enable workers to be produced automatically as long as the resources permit. This will keep users minds off the production nitty-gritties and frees them to concentrate on the war zone while the number of workers increases and their economy continues to build up by itself. Automatic redistribution of workers to resources that the user needs No more looking for that lone worker to harvest that scarce resource. Now, the user would just have to click on the number of workers to work on harvesting that particular resource and the computer will automatically assign the desired number of workers to the resource.
Varied Units, Varied Game Play With 300 units that span from the most ancient war elephants to the modern Abram Tanks, war can be conducted with many different fashions with different strategies comprising of different types of units. Also, each unit can be given an option to upgrade itself up to three times, making it thrice as strong in firepower and armor. With such distinction in composition and strength within an army, users can employ a diverse range of tactics. Also, all units have their respective counter-units, following the rock-paper-scissors formula, so there is almost no single “winning strategy” existing in this game. |
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In-Game Music The music is dependent on the civilization that the user chooses and strives to reflect the culture of the chosen civilization. For instance, for the Chinese, heavy Chinese Drum beats will be heard while for the Europeans, a soothing Classical Music will be played. The music is also composed in a way that will excite the user when as he/she progresses through the game, so that a feeling of tension can still be felt to keep the user in anticipation of any impending attack. |
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General Conclusion Overall, the good game concept and design, coupled with the stunning artwork and game detail, making playing Empire Earth II a pleasurable and enjoyable experience. Users can actually imagine themselves as real generals conducting a battle on the field. In regards to resource management, though it is necessary to control and regulate logistics on the battlefield, it should not take up too much time and effort, which is the clear message that Mad Doc Software (The Makers of EE2) wants to convey to its audience. This direction is an easter egg to RTS players who welcome such changes as this will challenge players more in terms of tactics and strategy, rather than the "fastest fingers first" mentality. On the other hand, though the climate and weather changes are welcomed and appreciated for its realistic appeal, its actual impact on the game itself is still a drop on the surface of the pond. Mad Doc can actually take this one step further by introducing some harsher penalties should players choose to fight in adverse climate conditions, for example, certain infantry can suffer damage from the cold if force to travel long distances, or planes can refuse to take off if the wind is too strong. Still, most can agree that the main game play has not really changed since Empire Earth I, with unit upgrades, battle concepts and unit characteristic similar in feel. Replayablity of the game is now increased with the number of epoch increase to 14 - this will create more possiblities for gameplay as the technological advances and war units are more in variety and characteristics: doubling the fun. |
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Hardware Specifications
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(c) 2005 Koh Peng Ann Joshua. All rights reserved. |
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