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Rise of Nations for Windows
30 reviews   4.23 of 5

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Rating

Reviewed By


Blade1447

 (25)

Review Date
09/17/2004

Overall Rating

 5 of 5

Value Rating

 0 of 5

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Summary

This is a great strategy game. With two game modes, Real-Time strategy, and Turn-Based. The strong point of this game is that it incorporates both of those into one. The conquer-the-world campaign is great if you like turn-based strategy games. You control a primitive contry and play through the ages, gaining new technologies. You play on the strategical map where you can see all of your armies stationed in various provinces. When you invade another nation, you switch to the Real-Time Strategy part of the game. You start out with one cty, and you then research technologies and build your armies to go and conquer the enemy country. With its great real-time battles and its strategical view-point, Rise of Nations is a great game for anyone who lobes a good Strategy game of any kind.

Sound

The sound is great, giving you the realistic sounds of battle. Listening to your armies clash with their metal swords in the earliy medievil age, and in the firing of muskets and cannons in the gunpowder ages and beyone into the modern age with modern warfare and machine guns.

Gameplay

The gameplay is great, seemlessly incorporating real-time strategy with turn-based strategy into one.
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Rating

Reviewed By


Roier

 (24)

Review Date
03/26/2004

Overall Rating

 5 of 5

Value Rating

 0 of 5

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Summary

I didn´t like AoE cause of its short history evolution, RoN corrects this, you begin with tribes and build up a nation until u can make nuclear missiles(you will be sanctioned if use them) or make Stealths planes and other technologies, the conquer of the world campaing feels a lot like a risk game where u need to know were to move your troops in the world map, its one of the best RTS i have played and i have played a lot.

Sound

A very cool music kind of final fantasy.

Gameplay

Classical RTS, with the difference that all units have auto-do-this and auto-do-that, and if u make a general and have it grouped with your units they will align in perfect formation and will have a better perfomance and more abilities, you can manage your cities and send troops to the front even without looking at the battle, just hearing the background sounds of the figth.
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Summary

Real-Time Strategy games are here to stay, and many talented game designers want to get in on a piece of the action. This is the case with Rise of Nations, a game designed by the veteran turn-based strategy game creator Brian Reynolds. Rise of Nations is a historical themed Real-Time Strategy game that adds many new features to an established genre. Sure it can provide the feeling of “been there, done that,” but any RTS fan should appreciate the subtle changes and improved gameplay. If you are looking for an incredible graphic engine with complete 3D immersing visuals, then this is not the game for you. What you will get is a polished, balanced RTS game with unlimited strategic options. For those that have been wanted some classic RTS gameplay, this is the game that you have been looking for. One complaint about older RTS titles is the interface. RON has one of the best interfaces ever created for an RTS game. It shares many of the common interface controls like control groups and the shift key. However, it has more advanced controls like setting peasants to "auto-gather" or "auto-build.” You can have peasants go to any resource or any open resource based on a city selection without actually touching the peasant. Also, peasants will automatically find something to do when standing idle for your designated period of time. A very unique feature that reduces micromanagement is auto-transport for water maps. Military units or peasants will automatically enter boats to cross water. All you need is one dock for this to be in effect, and it will make all maps like land maps without water being a huge barrier. There are counters to this since you can destroy enemy transport boats with boats designed to counter them, or you can patrol enemy shores to destroy their docks. The interface helps this game shine and allows players to concentrate on strategy.

Sound

The sound is fitting, but not a difference between other games in the genre. I would not hesitate to call the sound average or bland. There are some nice details in the sounds like the modern era jackhammers and car horns, but there is nothing that really heightens the game experience. The sounds are not great, but they are not bad either. Some gamers on the forums have even complained about some of the sounds, but I have not heard any that I found annoying. It is really nice that the sounds and music are in the standard wav format, so they can be easily changed. The music is very well done. There are a variety of tracks that provide a classical/new age epic feeling reminiscent of classic turn-based strategy games. There is enough variety that it doesn't get boring, but I can see some players turning it off to play their own stuff.

Gameplay

This game is huge with an incredible amount of options. At the heart of every RTS game is the skirmish mode, and Rise of Nations has this in spades. It does not have a story driven single player game, but they included a Risk-like map conquest type of game called “Conquer the World.” CTW is essentially skirmish and mission based gameplay tied to a map of the world with turn-based board game elements. You can find yourself in a Real-Time battle depending on your moves and those of the computer opponents. There are diplomatic options, but you will not win without fighting for land since the game name is “Conquer the World.” Some gamers that love stories could be disappointed with the lack of story-driven missions. However, this Conquer the World style of single player gameplay is fitting for a historical RTS title. Science fiction and Fantasy themed games benefit more from a story since they are required to create a game world. Conquer the World is not original, but it will help to draw the turn-based strategy gamer crowd to Rise of Nations. The standard skirmish gameplay can be played against the computer or friends on your Local Area Network and the Internet. One strength is the amount of options for skirmish gaming. You can play the standard age race game, or choose between Deathmatch, No rush rules, turbo resources, any starting epoch, all technologies, and many other options. There are even tournament rules that take away starting information like what civilizations you are playing against and the scores of other players. If you choose to play against the computer, be prepared for one of the best challenges you will find from an AI in an RTS title. The object of the standard age race gameplay is to advance one of 18 civilizations through the ages while you expand, defend, and attack. The means to expansion is by buildings cities at locations of your choosing within your National borders. It is advisable to spread out by building at the edge of your borders, especially if you are playing with game ending land possession options like 70 or 80 percent of map coverage. There are 6,000 years of history from the Ancient Age to the Information Age, so you should have enough time to expand. The buildings that you choose to build at each city will reflect your resource income flow of Food, Timber, Wealth, Metal, Knowledge, and Oil. You are limited to building 5 farms and usually only one resource enhancing building per city, so expansion is required. There are other ways to affect your economy or military like building wonders or sending merchants to various map resources. The economy is at the heart of Rise of Nations and it depends on the amount of cities and buildings to increase your income rates for each resource. The core of research is done at one building called the library, but many of the resources have individual buildings to enhance their collection rate. It is easy to use the tab key to cycle through all buildings that have available research. There are many technologies to research, so the tab key will quickly become your best friend. One of the first things that I noticed is that this game does not have walls, so the turtle players will have to use towers and the built in attrition to defend their territory. Attacking players are required to have supply carts in order to avoid damage from attrition, so you can see the strategic options that can arise from entering enemy territories. Big battles are included in the gameplay with a 200 unit population cap. One nice feature is that the infantry units come attached in threes, so the battles actually look bigger than the two hundred units. I like to move my three or four groups into enemy territory with at least three supply carts and artillery. The later epochs have planes, so you will find that having AA guns readily available can come in handy as well. Of course there is the classic rock-paper-scissors gameplay, and the historical theme makes it easy to logically understand the counter system. The game is a more macro oriented border battle city positioning map conquest type of game. Players that like to control individual units can do so, but the game is not designed to have that focus in mind. There is no doubt that Rise of Nations is designed to have a larger feel than other titles, and it is good for the genre to have a variety of games to choose from.
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Rating

Reviewed By


-G2-

 (50)

Review Date
09/29/2003

Overall Rating

 5 of 5

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Summary

Rise of Nations is one of the few games I keep going back to.. It stands out as quite simply being the best the historical RTS genre has to offer right now. I've really not felt the need to go back to Age of Empires, C&C or even Civ3 since this came out. Thats how well 'Rise' manages to fill the niche so many of us have in our lives to play Ceasar. The game features numerous gameplay modes and is probably the most configurable game in its class. The usual, linear campaign (often the weakest part of any RTS), has been replaced by a RISK-like grand strategy scheme not unlike that found in the Total-War games or even Warlords Battlecry II. A game that puts gameplay before fancy graphics. Rise of Nations still looks pretty decent in a 'no-frills' way and certainly doesn't offend. Recommended to everyone who played Age of Empires to death.. (which is just about everyone)

Sound

The music is very 'Civ3': if you liked that.. you'll love this. I find it a little irritating sometimes, and feel the game would have benefitted greatly from a more orchestral score. Sound effects are really good though, and theres a welcome lack of cheesy 'order acknowledgement' lines from the units when you click on them.

Gameplay

Although it initially feels much like the Age of Empires games, RoN incorporates some subtle changes to the usual system that, you eventually realize, turn the whole thing on its head. Forget 'build the base and tankrush' gameplay, RoN shows how it should have been done. The gameplay focuses far more on expansion, global strategy, realistic tactics and technological development than silly micromanagement and tank rushes. Not only does it positively encourage you to build an EMPIRE, it delights in giving you the tools to do so. From the 'Are you having fun yet?' tutorial, the interface goes out of its way to help the player, rather than hinder. Box-selecting a mixed group of villagers and military units automatically selects only the military. Idle villagers find something to do on their own if left unattended. You don't need to rebuild farms or move groups of woodcutters about either. Instead, you set up resource collection points that are self sufficient. In combat, units get bonuses for outflanking the enemy. You can also enlist generals that can get surrounding infantry to entrench themsleves. RoN is packed full of features that make you wonder why no-one had thought of implementing them before. The computer opponents have good AI, and the difficulty settings offer a nicely scaled level of challenge so that most of us should be able to have a good, satisfying game on our own. Like most games of this type however, its totally awesome in multiplayer!
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Sound

The sound is good and blends right into the game.
The units make the proper sounds when dieing and shooting unlike some games which every unit has the same shooting sound. Overall its a awesome game i would recommend it for any rts fan.

Gameplay

Most people who played this would think of rise of nations as a clone of empire earth a also great rts game, but is very different making it worthit. Unlike empire earth there is no stoy based campaings but there is te conquer the world campaing. There is quick play an tutorials that cover the game. There is alout of options for quick play and tns of different game modes. Another thing that differs RON from empire earth is there is unique units for each nation like germans have the panzer tank. There are 18 nations some are Koreans, Aztecs,Russia, etc the bad thing though there is no united states tisk tisk. Internet play is ok but not that great i usually play quick battles instead.
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Summary

When I was younger, I loved to play risk with my friends (Yes, people who play risk do have friends, despite popular belief). Our risk sessions would drag into the night and usually eat up a good chunk of the early, early morning, as well.

As silly as it sounds, I sometimes miss that pizzasauce-stained battlematt. Sometimes I even miss the level of anxiety and grief I'd create by trading in my cards for enough armies to take over 2 entire continents in a single turn. As geeky as Risk was, it appealed to me... appealS to me, I suppose I should admit.

Breaking through the shrinkwrap, I never expected to revisit my early risk glorydays with this title. With Rise of Nations (RoN), I am now able to lay the world-domination smack down all from the comfort of my own computer room.

RoN is a quality Real-Time Stratagy title that takes all of my favorite parts from other popular stratagy titles and meshes them into one game. In RoN, you have the time progression that you're used to from Civilization. You've got the economic and social considerations that you learned about in 1503 A.D. You've also got a whole slew of battle and tactical stratagies from games like Age of Empires.

Even with this conglomeration of goodness, the game goes quite quickly. My chief concern was that the gameplay would drag a bit while you're waiting for aircraft or knights, or whatever it is you're looking forward to. This really isn't the case with RoN, though. In fact, economic, social, and technological evolution occurs a little too quickly in the game and if you don't keep up with the competition, you'll soon get stomped by a greatly superior force.

Overall Score: 4 stars. The fast-paced race to the modern age detracts from the strategic elements of RoN. That, primarily, stands between RoN and utter RTS perfection.

Sound

The sound score is very well written. Lots of brass and drums gives you the feel of an epic war movie. While not exactly the type of music I'd listen to in my off hours, it does fit the game well and adds a deal of atmosphere.

While playing RoN, I felt too frantic to totally appreciate the sounds. Every unit sounds the way it should, though; the thumping hooves of cavalry over soil, the whine of prop-driven aircraft, the groan of a gas powered engine, the creaking of tanktreads... everything you'd expect.

I give a 4 for sound simply because while the music is well written and fitting, it could never stand on it's own two feet. In other words, the RoN soundtrack probably wouldn't sell very well.

Gameplay

RoN is two steps in the right direction when it comes to stratagy titles. Unfortunately, it is also two steps in the wrong direction when it comes to games with a storyline. RoN in its current form feels a little unfinished because there is no story-driven campaign included.

On the bright side, there is plenty of skirmish and multiplayer fun to be had playing this title. The 'Conquer the World' scenario pits you against all of the other world's great leaders. You start off during the golden age of the Roman Empire and move forward through history as you conquer territories. The whole episode, as I mentioned before, plays out much like a game of risk. Instead of rolling dice to battle, though, you enter into a Realtime Stratagy sequence. This approach works much better than leaving the entire fight to chance and rolling of dice; you can actually use experience, tactics, and stratagy to your benifit in RoN.

As you begin playing you'll choose the empire you wish to use. Each empire has specific strenghts and unique units. With China (my favorite thus far) civilian units, merchants, and caravans are created instantly. This is just one of the many bonuses China gives and each empire has a good deal of specific bonuses.

There are plenty of units to play with in RoN. Over land, air, and sea, you are able to wage death and destruction with ships, aircraft, and ground units. However, you certainly don't want to get caught up using only one type of unit, or else the compitition could easily crush them with a unit specifcally designed for the task. For instance, if you do nothing but create infantry, the opposition could send in aircraft to obliterate your entire army. You're forced to diversify your armies this way so that you maximize your effectiveness and minimize your weaknesses. It can be thought of as a balancing act.

In RoN, you'll gather resources just like any other realtime stratagy (RTS) game. Resource are required for everything, including advancement through the ages. The classic resources are here: wood, metal, and oil, but you'll also have to gather knowledge with universities and money through the use of trade routes and taxation.

What I like about RoN is that it gives you alternatives to winning. In traditional RTS titles, you fight until the other guy is dead. In RoN, you can also win through expansion (owning a certaing percentage of the map) or by building a certain number of 'wonders' (like the eiffle tower, the collosus, the statue of liberty, the Kremlin, etc). Building wonders requires you to have a certain level of economic, scientific, and social growth. So if you focus on building your empire in these areas instead of just in military might, you still have a way to win.

The skirmish mode gives you many options to play around with. If you'd like to just duke it out in the middle ages, you are able to limit the game to just that age. If you want to have a go at an opponent during world war 1, you can limit the game to just play during the industrial revolution. This, to me, is a great selling point, as I personally enjoy worrying more about tactics than the race for culteral advancement.

The biggest gripe I have with RoN's gameplay is the lack of lateral battle. There isn't any bonuses you get for fighting from higher ground.

RoN misses the perfect 5 stars due to the lack of any story-driven campaign, the miniscule pacing problems, and the lack of certain types of tactical advantage (higher ground).
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Sound

The sounds add to the suspense of the game. Although, as you play, you forget they are there.

What is great about them, though, is that if you click on something to begin researching and then go and look at something across the map, a sound will alert you when the research has been completed. This is handy when you are waiting for vital research to be completed, such as the upgrade of a military unit, but you don't have time to watch it while it researches.

Gameplay

The gameplay is a combination of Age of Empires II and Civilization: you collect resources, upgrade your technologies and units, and often will have to deal with diplomacy and politics. War is not always the best component of a strategy game, and this is exemplified in Rise of Nations. Diplomacy and economics are two very exciting factors in the game, and you shouldn't be quick to ignore them.
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Summary

Overall, a great game. This game breaths new life into the rts genre. Sure most of the gameplay elements have been used in other games but this game executes these things brilliantly. The conquer the world game is extremely fresh. Its like playing risk except instead of roling dice, the battles are fought rts style. Also the speed of age progression is turned down to make the whole campaign more believable. One caveat however! This game has some serious install and launch bugs that have yet to be patched (haven't heard of many in game problems however...). There are manual fixes the player can use but it requires using microsofts tech support (YUCK!). This is a great game. Normally this would get a 5 rating but when I plunk $50 down for game I expect better quality control and testing, common microsoft...
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Summary

Today games are going for 50 dollars a pop thereby making consumers think twice about buying a game. My advice is to do just that-THINK TWICE!
This game is age of empires/civilization with a few additional features thrown in. Now if you have never played AOE then I would say buy this game because you will love it! But if you are like me, who has mastered AOE, then this game will only last you about 40 hours until you resell it. The first 8 hours are fun because you are learning about attrition and supply wagons. Not long after that though you learn how to maximize your economy and military in order to defeat the computer players. For multiplayer mode things could be more fun but there are still many bugs. I guess the best way to desribe this game is as follows: "This is a 20 dollar game being sold for 50 dollars".

Sound

Thats funny. I dont remeber anything about the sound and I just played the game an hour ago. I would say there is no improvement in sound quality over AOE.

Gameplay

For anyone that has experience with games like age of empires or civilization will have no problem mastering the concepts need to win. In fact I would say dont buy this game if you were an expert at age of empires. This is because you will learn the new twists of this game in about 10 hours. After that it get old quickly.
Some new features added were spies, supply wagons, and borders. The spies are basically just monks from AOE with an extra ability to spy on your oponents economy. The borders fluctuate depending on your relative strength compared to your oponents. If you move within your opponents border you will suffer attrition damage. Thats what supply wagons sre for. Supply wagons make you immune to attrition damage within a certain radius. Thats about all the new stuff thats been added since AOE.
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Summary

In essence, the people reviewing this as a break through, all good things from every other rts combined, must be delusional. The game is interesting for a week...max. That's about how long I can stand to play the Conquer the World campaign, which is cool, but not as ground-breaking as some would lead others to believe. And the bugs, crashes and errors in this game are overwhelming. I had to play it on a friend's computer because my CTW boots me to the desktop. More often than not, 3 turns into the campaign it crashes with a runtime error. Ya, ya, patches are coming, whatever. If I bought a car like this you can bet I'd be bringing it back, not wait for the three month maintenance appointment.
I would reccomend passing on this one unless you have money to burn. It's ok once you get it going (if ever), but nowhere near as good as age of mythology. That's too bad, I was looking forward to this one big time.

Sound

I think the sound is groovy. Not exceptional but not a flop.

Gameplay

The gameplay has some good points, for example instead of micromanaging resources you just build your resource center, hire your peons and they just go go go. The border adds a nice touch. Can't just decide to rush your opponent, gotta have supply wagons to tag along, and they are certainly slower than the rest of your army. You had better take a few because all the defender has to do is wipe out your wagons to benefit from attrition damage.

Some bad points include: Um, basically you gather resources so you can upgrade. The team to upgrade the fastest has the advantage. I was looking forward more to having choices of certain tech paths to follow, but here everybody will usually have the exact same tech development as you at any given moment.
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Sound

Music is good, and is very moody. It changes when when a player is building, attacking, winning and losing. I like that.

The one drawback is less character sounds, I think the Age of Empire series and Empire Earth had more character sounds.

Gameplay

Imagine an RTS that has all the great features from all the RTS's that have been released, without the nuisances, and that's what RON is. I think the game developers spent a lot of time trying to make this game *play* batter than to make it look good, and it shows. While it lacks the multi-hundreds of units that Empire Earth has, the upgrades are much more streamlined, and the building types and upgrades are much more easy to understand. A lot of the commands look familiar, from pointing units in a particular direction, to scouting, to move-and-attack. The tech tree is extremely easy to follow, much easier than any other history-based RTS. The addition of *territory* is a great and welcome idea to the RTS world. The AI does seem to be a little lacking, however, but multiplayer never fell short of good action and intense building and upgrading. If you ever wanted to play or own any of the Age of Empires series (including Galactic Battlegrounds) or Empire Earth, get this game instead. Its all those and more in a refined, and complete package.
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