Big Huge Games’ original Rise of Nations came as a sneak attack on the RTS market. Rather than focusing heavily on graphics, cut scenes and fluff, it flanked around the mess and went straight to what gamers want – straight up, innovative RTS gaming. It was a resounding success, and we now have the follow up, Rise of Legends, promising the same innovation, but this time wrapped up in one of the best looking RTS games we’ve seen.
We were admittedly suspicious of RoL. It looked great, but RTS titles are notorious for tossing aside good gameplay for graphics, and RoL has glorious helpings of eye candy. Buildings are incredibly detailed, with various individual animations highlighting the purpose and faction of each city. Units are similarly detailed, letting you discern which units are which from any zoom level. There are times, however, when the game is just so richly detailed that it gets in the way. The cities are simply too big, obscuring much of the battlefield, which isn’t helped by the inadequate zoom – surveying the terrain is an exercise in scrolling and zipping around the mini map.
But underneath the interface and visuals lies one of the most balanced, RTS titles. The three factions, the mechanical Vinci, the mystical Alin, and the god-like Cuotl, vary greatly in their styles, making each faction feel like a different game. Unfortunately, the same innovation can’t be said for the strategic conquest mode, which unlike Rise of Nations, feels uninspired.
Despite its flaws, this is a game for RTS purists. The fine balance between factions makes for a superb multiplayer game, while the campaign should keep you going for a few solid weekends. It’s not perfect, but it’s a worthy addition to the genre, and a natural evolution for the series.
This article appeared in the August 2006 issue of PC Authority.
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