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PLATFORM   PC

Rise of Nations: Rise of Legends Hands-On

GAME INFO
publisher: Microsoft
developer: Big Huge Games
genre: Strategy

MINIMUM REQUIREMENTS
PIV 1400, 256MB RAM, 4.5GB HDD, 64MB video card
ESRB rating: T
homepage:
www.riseoflegends.com/

release date: May 01, 06 (released)
» All About Rise of Nations: Rise of Legends on ActionTrip


Possibly the biggest improvement over the previous game in terms of gameplay is the heavy emphasis on hero units. I had several hero units at my disposal: Giacomo, Inventor of Miana (the main character in the story), Lenora, Pirate Captain (air unit), Carlini, General of Miana, and Venza, Lieutenant of Miana. The beautiful thing about these hero units is that their importance to the war effort is comparable in many ways to that of the Commander unit in Total Annihilation. If you add to that the fact that the game is balanced in such a way (in terms of the challenging nature of the AI) that it also somewhat resembles Total Annihilation... well, true RTS fans should know by now why from those statements alone, they should be excited about this prospect.

Oh yeah, and I almost forgot. What might seem like a purely visual novelty, the fact that the terrain now has depth (with gorges, canyons and such), actually makes quite an impact on the way you play the game. For strategy games this makes a hell of a difference; you'll see your spider units crawling down cliff walls, while the infantry units that are blasted into the air might end up falling off the edge and nose-diving to the bottom of the canyon.

The rest of the core gameplay has remained much the same as in Rise of Nations. Meaning that the holding of conquered territory and the ability to pull off effective strikes while not spending too much time in the enemy territory is still the key to winning (also, the 'pause' key is your friend). Rise of Legends plays like Rise of Nations, but with the addition of more features, very effective hero units (which you can summon at the cost of resources during the game) and a visually stellar fantasy setting. Oh yeah, and a decent story I hope, which I haven't had the chance to check out.

I am not exaggerating when I say that Rise of Legends might be one of the early Game of the Year candidates in 2006. Ok, I *am* exaggerating, considering that I've played a pretty early build, and only a few missions, but *if* Brian Reynolds and Big Huge Games manage to stay on the right track, I guarantee that Rise of Nations fans will be very pleased with the final result.

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5 post(s)
Reader Comments
Sensor [mail] Dec 16 2005, 11:21 am EST
I _hate_ hero units. Why the hell does every rts game have them? They just make the gameplay frustarating and annoying. I mean that when you attack with your army you need to use your heroes special powers to win a battle, and it's so f****** annoying to click the buttons manually...
dimsum411 [mail] Dec 16 2005, 02:01 pm EST
i just love phallic eastern architecture.
Trustkill [mail] Dec 16 2005, 03:06 pm EST
I kinda agree with ya Sensor, that's part of the reason why I couldn't stand Warcraft 3. I did like how the heros were used in Dawn of War though.

2lions, I know that it's just an early build but how well did the game perform on your rig? Any idea as to what kinda requirements are going to be? (doenst have to be "offical", just a ballpark on what cpu and video card you'd need to get the game goin smooth and looking clean) I've been a fucking jew about upgrading my machine and was relieved that Civ IV ran ok on it...just barely though.
2lions [STAFF] [mail] Dec 16 2005, 03:40 pm EST
Well, this is an early build as I said. They definitely have a lot of polishing still left to do.

That said, I played it at 1280x1024, with 2x FSSA (no other visual settings were available that I could find), and it was doing OK on my AMD 3200+/6800GT until I built a bunch of buildings and the screen got clogged with a lot of units. Generally speaking it was still playable but not smooth. When there's not a lot of units on screen, I'm getting a pretty steady frame rate.

It looks like, however, that there are still driver issues as well as some optimization to be done in regards to FSAA, memory consumption, etc. Overall, I was surprised really at how playable this thing was on my office rig, which is a mid-range rig by today's standards.

My guess is that when screen gets clogged up with units only the top-range systems will be able to handle it when you max out the details and turn on FSAA. But if you can live with some visual trade-offs, then a mid-range rig should do just fine.

Hard to pass judgement when we're talking about an early build.
Ahriman [mail] Dec 18 2005, 03:23 am EST
Like Total Annihilation? I know I'm getting this then.
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