60 Second Preview of…
Empire Earth at E3 2001
The Specs
You'll go from caveman to George Jetson in this RTS game that starts
with the stone age epoch and ends with nanotechnology. In between
you'll span over 500,000 years and play with about 300 different
units. Start with cavemen, advance to siege artillery, then aircraft
carriers, then mech units that can push enemies off the map by sending
them forward in time. Empire Earth sports a nice 3D engine, an editor
for creating your own campaigns, complete with a cutscene editor,
and multiplayer options. Other new wrinkles include heroes such
as Napoleon or Patton to help you empire; the ability to customize
your military units by improving their attributes, such as attack
strength, armor, and hit points; and the choice of playing with
one of 20 civilizations or creating your own.
The Speculation
Mark's Comments: This was another game I actually
got some hands-on time with. It's a refined RTS, though it's a bit
heavy on the spell-casting units. Don't expect a real-time Civilization.
This is Age of Empires with a 3D engine barging around like it's
on animal tranquilzers. There seems to be so much in this game.
Rick Goodman, who was the designer on Age of Empires before breaking
off to form his own company, seemingly decided that more is always
better. From the little I played at E3, I can't really come up with
a strong argument against that idea. I loved the mecha units. I
loved seeing the 20th century aircraft bank and turn in the 3D environment.
Everything just looked right. In one sense, Ensemble veering off
and doing a mythology-based game means that we gamers are getting
the best of both worlds -- an unofficial sequel to the Age series
with Empire Earth and a new RTS game from the Ensemble, to boot.
I am worried about the spell units, though. They are always tricky
to implement in such a way that they don't frustrate players by
making them micromanage.
Tom's Comments: The progression through the game's
four epochs is handled just like Age of Empires, in which you spend
resources to move to the next epoch so you can build a new set of
units. As the fellow demoing the game told me, if you fall more
than an epoch behind, you may as well just give it up. So it seems
each epoch shift is a chokepoint everyone has to squeeze through.
These sorts of mandatory hoops can break a game. "Screw the
cavemen," the game balance might shriek, "Make a beeline
for the Modern Age!" Then you have an hour of building up and
half a game that'll go unplayed. Being a spin-off of Age of Empires
developers, Stainless Steel Studios is no stranger to fine tuning
a game system -- even if it did take Ensemble two games, two expansions,
and a long patch dance. At its best, Empire Earth will have all
the whimsy of Red Alert 2 with all the manageability of Age of Empires
and all the finesse of Age of Kings. But at its worst, Empire Earth
could just be a messy romp through time.
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Publisher:
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Stainless Steel Studios
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Developer:
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Sierra
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Genre:
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Real time strategy
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Release Date:
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Fall 2001
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May 22, 2001
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