Showing posts with label strategy game. Show all posts
Showing posts with label strategy game. Show all posts

Tuesday, July 06, 2010

Caesary online MMORPG released by Aeria Games

Aeria Games, an online gaming company based in Japan, has released a browser-based game entitled "Caesary" that resembles one of my old favorites, Caesar III.  Apparently you can play the game online for free and does not require a download.  I wondered how the company produces revenue so I did some research and found that, although they allow players to play the game for free, they have advertising "in world" and offer game-related items for sale in virtual malls that accept micropayments.  This sounds like the type of malls you find throughout many environments created in Second Life.

Here's the official game trailer from YouTube:


Friday, February 26, 2010

Slitherine teams with History Channel to release History Egypt:: Engineering an Empire

I see Slitherine, the company that released "Legion", "Gates of Troy" and "Field of Glory", has teamed up with the History Channel to produce "History Egypt: Engineering an Empire".  

"HISTORY™ Egypt Engineering an Empire allows players to build their own empire from its foundations to the height of its power. Acting as the leader of a territory from the Egyptian Empire, players manage all aspects of its rise, from economic growth to political power, the development of armies, and expansion into other regions by war and diplomacy.
Empires are controlled from three main views: the Campaign Map shows the entire game world, including mountains, forests, coastlines, oceans, rivers, cites, and armies. The City Map gives players an overview of the structure and role of a city within the empire, and provides a basis for economic decisions. The Battle Map is to be used when diplomacy has run its course or when a city is being attacked, resulting in turn-based combat.
All nations, cities and armies were carefully researched to ensure historical accuracy. The game is accessible for new users, while offering deeper gameplay for expert players." - Slitherine

I noted with particular interest that they are releasing an iPhone version of the game.  I checked out the graphics and they are rather modest so an iPhone version could be a worthwhile download.  More and more I find I am turning to my iPhone to pass the time when I am waiting for doctors, airplanes or automotive services.  The only thing that looks a little odd is when I am playing iFishing and I am either casting my line or setting the hook since both actions require the appropriate physical action with the iPhone to activate its accelerometer functions.  The other day I was waiting to see a specialist and was happily fishing away on my iPhone when he finally walked in.  He greeted me and asked me what was the problem and I replied " But..I've got a fish on!!"

If you preorder the game, Slitherine will enter you in a drawing for a copy of the History Channel DVD "Egypt: Engineering an Empire".  The drawing will be March 25, 2010.

Egypt: Engineering an Empire - Signature Series : 3 Disc Box Set Version   Legion Gold   History Channel: Great Battles of Rome for PC

Saturday, April 25, 2009

Chariots of War on sale now at Gamespot


Although this title is listed as on sale for the next 88 hours, it will probably be available in Gamespot's "Blow Out Deals" section after that so I am giving everyone a heads up notice about it.

4000 years ago in the Cradle of Civilization, mighty Empires fought for water, resources and the arable land in the Fertile Crescent.

Play the Egyptians in chariots of war, Babylonians in bronze armour, screaming Nubian warriors, and the Assyrians behind their walls of stone.

Develop your country by producing commodities and sell them to your neighbours.

Raise glorious armies and wage wars of conquest. Roll over the plains in the childhood of Mankind with your Chariots of War!

Features
Play one of 58 different nations covering the entire Middle East. Build hundreds of buildings and city improvements.

Recruit units from nearly 30 different troop types for your invincible armies. A Random Event System depicts the era in colourful detail.

The happiness and welfare of your cities’ inhabitants will depend on overpopulation. Keep revolutionaries at bay by developing temples, entertainment and other buildings.

Constant technological advances will increase the development of your tribe. Trade in your resources with other territories and send diplomats out to gather information.

- Gamespot

Monday, March 03, 2008

Imperium Romanum Makes Its Debut


As an educator and a history buff I was particularly excited to read about the "History mode" version of this new Roman Empire city-building title. The graphics look terrific too!

Review
by Emmanuel Brown



Imperium takes up arms against the preconception of Roman city-building titles, being at once incredibly deep and historically accurate yet also streamlined and extremely user-friendly. If you're at all interested in Roman history, or indeed just want to give the strategy genre a tryout, you can do far worse than to give this some time.

So, covering all the bases then, Imperium is at heart a city-building game, pure and simple. Whilst there are three different single-player modes to get stuck into (more on those later), each one essentially boils down to laying out buildings and resources in your chosen pattern, and attempting to resolve the need for wealth and expansion whilst keeping your citizens happy and safe. It's a balancing act right away though, with even the tiniest decisions bringing about consequences further down the line.


Settlements occasionally need to be conquered

Graphical quality is excellent for a strategy title

As this is Rome that we're dealing with, the building types are all of a fairly primitive nature compared to modern cities. Basic amenities such as food and water need to be taken care of with wells, pig farms and the like, whilst clothing requires buildings such as flax farms and tailor shops. Housing is built at a primitive level initially and eventually upgrades according to the wealth of the inhabitants, which is in turn affected by a number of factors such as the surrounding area and the ability to work. Buildings in disarray due to a lack of maintenance (a constant supply of stone is important here) are at risk of catching fire, and people unable to find work will eventually turn to crime, sometimes starting the fires themselves.

As mentioned in the preview however, as this is Rome we're dealing with, it isn't just a basic way of life that needs to be provided. As your city expands and the population becomes more prosperous, other types of decorative elements take precedence in the build queue. This isn't a game simply about making everything work to a satisfactory level, it's about building an attractive and wealthy city, and basking in the results as your influence expands.

Over time your empire will grow to a considerable size, and fortunately Imperium features a decent enough interface for keeping track of everything. Numerous statistical graphs are available to sift through for problematic areas, and neglected sections of the map soon begin to take on a darker hue as citizens leave or businesses are unable to find a proper workforce. In that manner, it's always fairly obvious which neighbourhoods need attention, and issues can normally be cured with the addition of whatever resource is lacking in that particular area.


Fires can be dealt with in a couple of different ways

Seems familiar...

Of course none of this comes for free, and you'll need a constant supply of Denarii (the game's overall currency) in order to keep building new structures, and to fund expansion. Taxation is a key element here, with wealthy citizens providing more resources for the public coffers, whilst trade routes can also be examined, and goods bought and sold outside of the city. Completing goals such as attracting a particular number of people to your city, or keeping the satisfaction rating above a certain level, also brings about financial rewards from the senate.

There are three play modes available by default, with each one offering up a different approach to the core subject matter. History mode is perhaps the most interesting, starting off at the beginning of the Roman timeline with the foundations of the great city by Romulus and Remus in 509BC, and continues to develop all the way through to 120AD. Branching paths are offered as your city builds, taking in most of the major events throughout Roman history. Playing through this mode is as educating as it is challenging, with points of interest narrated and explained as you build up the might of Rome in an accurate fashion.

'Rome' mode recreates the basic layout of the titular city and terrain, minus some of the important historical buildings. It'll be your job to recreate each of these, building up resources and keeping the population happy along the way. Each task is delegated with the unique 'tablet' system (in use throughout all storyline modes), with players able to take as many as three simultaneous goals at any time, or keep it to a single focus if so desired. Finally, the Scenario mode allows you the option of a starting plot in a number of cities spread throughout Italy and the empire, and allows you to build your own city entirely from scratch. Each map offers up a varying difficulty level in the form of resource availability and frequency of attack from barbarian tribes.


You'll end up proud of your city

The gladiator arena is a central piece in any larger city

And on that note, unfortunately the conflict with barbarians is where the majority of the problems lie with Imperium. Combat simply isn't well-developed, with a paltry selection of formations, and none of the standard control options of even a basic RTS game. You simply build squadrons of soldiers, archers or mounted soldiers, and send them to a specific place on the map. From that point it's literally a case of choosing attack or retreat, and success largely depends on numerical advantages. Whilst combat can be scaled back to a point that it's completely non-essential, it would have been nice to have seen an increased focus in this area. After all, Rome was build on a legacy of war and military might, not just the incredible development of civic services and societal improvements.

Also, it's worth noting here that Imperium is definitely not a game for those that like to get into micro-management detail. Many of the more laborious tasks are simply glossed over, with workers going about their business automatically, citizens assigning themselves to jobs, and in general the only intervention needed in your city will be to build new units and study the balance sheets. This is both a positive and negative aspect depending on how you look at strategy games. On a personal note, I couldn't be more happy that the microscopic detail takes care of itself, as I'd rather be free to concentrate on the overall picture, however, some hardcore players will definitely be in danger of feeling like the game plays on auto-pilot at times.

Overall though it's difficult to fault the blending of elements on offer here. Graphical detail is excellent on high-level systems, whilst the engine is flexible enough to scale down to more modest rigs with ease. The level of historical detail on offer will be enviable to even the more established franchises, and whilst Imperium doesn't do anything to reinvent the genre as a whole, it's certainly a well-refined product that's worth a look to veteran players.

Monday, February 18, 2008

Europa Universalis: Rome to be released April 2008


This game will encompass the years 280 BC through 27 BC. Producer Johan Andersson describes the games and its features:

"The Roman era depicts some of the greatest cultural and military civilizations that have ever existed. We felt there was so much more of this era to explore, and that the time period lends itself perfectly to the type of deep and challenging strategy we have specialized in. In addition, we are all fans of the era, which helps immensely, since we will be well familiar with every inch of it after finalizing this project....There will be more than 50 playable nations ranging from Rome itself to smaller Gallic tribes. Of course, we have nations like Carthage, Egypt, and Macedonia as well. We chose 280 BC as our starting point because there was a type of balance between several major nations at that time, and essentially any of those major nations could have created an empire similar to that of Rome. Players will have different resources, geographical locations, characters, and governments at their disposal, which will define their strengths and the capabilities of the nations.

Players can set up trade routes to get access to other resources, appoint characters to various positions in their nation, elect different national ideas depending on their government type...and [they'll have] many more options. The outcome of Europa Universalis: Rome will completely depend on players' strategic and tactical choices.

There are six different units available in the game: militia (standard peasant levy); heavy infantry (such as the legionary); archers (missile troops, such as slingers); cavalry; horse archers (Parthians); and elephant cavalry.

The 3D map and improved terrain adds substantially to the look and feel of the game, and in some instances it will play into [certain] strategies. It's more difficult to open trade routes if your nations are separated by mountains, or to wage war over sea, unless you have a strong fleet. What will be visible to players will depend greatly on the strategies applied.

We've found what we believe is the perfect balance between a game with great strategic depth and scope, as well as a certain degree of complexity type, and a game that is easier for players to get into. We've also seen the importance of an intuitive interface, as that means gameplay can be kept intelligent and challenging at the same time as it can be welcoming to new players."

Saturday, January 05, 2008

Empire Earth III Not Worth the Time or the Money

"The old real-time strategy game passed through 15 epochs (including the future) and 14 civilizations, spanning 13,000 years of human history and requiring the player's constant input. It even inspired a National Empire Earth II Championship on-line and at game centers in the US. But the new version, produced by the same Mad Doc studio and costing the same as the old one, is a great disappointment and goes many steps backward.

Instead of 14 civilizations - Aztec, Incan, Babylonian, Mayan, Egyptian, Greek, Roman, Chinese, German, British, American, Korean, Turkish and Japanese - based on history and excellent graphics, the new version offers only generic Eastern, Western and Middle East locations. Sadly, history fans can no longer play the game to live in the past or recall epic battles. Thus, contrary to the claims of publicity material for the game, it doesn't cover "the entire span of human history."

The game play for all three is essentially the same, except for the different architectural style of the buildings. The other distinguishing characteristics are that the Western group has more advanced technology, making the price of its units more prohibitive; the Middle East group focuses on surprise attacks; and the Far Eastern troops offer large armies at lower cost.

Apparently, despite all the praise version No. 2 received, the developers thought it was too demanding and complicated and sought to "popularize" it. Thus the new one is dumbed down, with a great deal of oversimplification and superficiality. Did I say "simplified"? I meant stripped to the bone, with no meat left. In their efforts to streamline the game, the developers threw the baby out with the bathwater.

Except for the opening clip in which an ancient woman morphs into a citizen of other epochs and then into a robot, the animations are a disappointment, as is the graphics quality of the game itself. Game play crashes very frequently. There are only five epochs, from ancient to medieval, colonial, modern and future. Although the background music is OK, the dialogue among faceless combatants is idiotic and repetitive: "'Fess up that you like the way I move," says a male robot from the future era to its female counterpart in a typical forgettable statement." - Jerusalem Post

Wednesday, October 03, 2007

Ancient Rome Centerpiece of New Europa Universalis edition


"Grand strategy games that model centuries of history across multiple continents can often be complex and intimidating, but the Europa Universalis series has always attempted to bridge the gap between hardcore, high-level strategy, and accessible, dynamic real-time gameplay. The series is now turning its sights to the ancient Roman Empire, with a brand-new setting, new armies, and many more new features. Producer Johan Andersson explains.

The Roman era depicts some of the greatest cultural and military civilizations that have ever existed. We felt there was so much more of this era to explore, and that the time period lends itself perfectly to the type of deep and challenging strategy we have specialized in. In addition, we are all fans of the era, which helps immensely, since we will be well familiar with every inch of it after finalizing this project.

There will be more than 50 playable nations ranging from Rome itself to smaller Gallic tribes. Of course, we have nations like Carthage, Egypt, and Macedonia as well. We chose 280 BC as our starting point because there was a type of balance between several major nations at that time, and essentially any of those major nations could have created an empire similar to that of Rome. Players will have different resources, geographical locations, characters, and governments at their disposal, which will define their strengths and the capabilities of the nations."

Europa Universalis: Rome is set for release in the second quarter of 2008.