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

Supreme Ruler 2010 Review

Supreme Ruler 2010
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I'm an old-time PC gamer, and have been saying for years "god, I wish someone would release a solid, comprehensive hex-style/board-game style grande strategy game based on modern day military and politics rather than the same old WWII sims". I stumbled across this game quite by accident when reading over a review of the game on a popular game site. I was overjoyed! I downloaded the demo and was completely taken aback at the level of complexity (which I love), the volume of detail, and the smooth interface. I enjoyed my Arizona vs New Mexico game so much I ran out and bought the game.
Be warned: The game does have a steep learning curve. This is not for the casual RTS gamer. The few reviewers that have written negative reviews touched on this. So, if you are used to playing Grand Theft Auto, The Sims, or Command & Conquer, rather than Hearts of Iron and Operational Art of War, be prepared to invest considerable time learning the games economic, social, and policital models before jumping in an invading your neighboring countries. But, if you are persistent, the game really is not to hard to learn after a couple hours and the game developers are very helpful on their official game site forum. I spent about four hours with the demo and about two hours with the full game (after reading the great 155 page manual) to get the hang of the complexity of the game.
I've now completed three campaigns (lost two), and am having a great time. This is a serious, comprehensive wargame that sets out to model modern warfare, and does a top-notch job. I STRONGLY recommend this game to any serious wargamer. If you're not convinced, try the demo, and don't go by negative reviews.

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Supreme Ruler 2010 challenges you to control a world coming apart. Unite it under your rule and deal with dissent violently and completely. In 2006, a worldwide market crash leads to global instability. As countries isolate themselves and start falling apart, regions and peoples are left to their own devices. They fight for power to dominate their neighbors, with the ultimate goal of controlling the world. Map and Scenario Editor, plus multiplayer support for up to 16 players over LAN or Internet

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Dominions 3 Review

Dominions 3
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The Dominion series is a turn-based multi-player fantasy strategy "god" game. The technology is not new (it's a few steps-up from text only) but the sheer depth of this game has to be seen to be believed. If you are a fan of turn based strategy or fantasy, you owe it to yourself to check this game out by downloading the free (and very capable) demo at Sharpnel Games website. Illwinter is obviously most interested in putting out a product that gives players options . . . thousands of options . . . and a compelling reason to play a game again and again and again. Appropriate comparisons for this game include any of the old turn-based map strategies, Master of Magic and the Total War series.
The mechanics of game play are basic. The bulk of play is executed by issuing orders to "hero" units. These heros can be military commanders, mages, priests, scouts, assassins, or even your pretender-god. You can also build armies to assign to your units. After all orders are issued and build queues are filled, you process the turn results (this is when battles are fought) and repeat.
Sounds simple but there are dozens of different hero types, each with a couple score attributes, a few magic item slots, the possibility of magic and other unique abilities, and even different potential order options (assassination, preaching and casting spells are not available to just anyone!) Add to this hundreds of spells, magic items, unit abilities and units, and you begin to see the possibilities.
Combat is unique in this game because you script your starting tactics and battlefield positions beforehand and then let the computer duke it out between forces. The net effect is you can determine how you will start your battle . . . but after that the tide of war determines how it ends (frighteningly similar to actual war in the ancient world.)
Victory conditions can vary as with almost a dozen other game options so it is hard to say what your ultimate goal is. Crushing the other pretender gods can't hurt!
The game background draws heavily from history, mythology and fantasy. Units range from grecian hoplites to hindu-influenced monkies to lovecraftian deep ones to clasic undead to the physical forms of the Pretender Gods themselves (dragons, demi-gods, mages and . . . weirder) Notably absent are the "normal" fantasy races . . . if you are looking for tolkienesque elves you'd better keep looking.
Just to help you wade through this mire of options, Illwinter has included a 300 page game manual. Not only is this a normal manual but it includes tidbits like quick-lookup tables and even a smattering of "standard" play strategies (which are a great starting point when you have this wide of a set of choices.)
Quick list of pros and cons:
Cons:
Graphics and audio (sprite based grahics, surprisingly good music but not much of it, "Cute" sound effects)
some potentially objectionable themes (human sacrifice, demons, raising the dead, magic, claiming godhood)
overwhelming array of options (you'll probably spend more time designing your pretender-god than actually playing the first few games.)
Price (not cheap)
No downloadable game.
Pros:
Options, options, options make for great replayability (which offsets some of the bite in the price)
Spectacular "atmosphere" on top of some very inventive background.
Simple enough to play right away even with the variety of options.
Simple system requirements.
Broad range of OS's.
Dedicated and global multi-player base.
Wonderful demo to try . . . and get hooked on.
So give it a go, you have nothing to lose and a whole lot of exploring ahead of you!

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Dominions 3: The Awakening gives you a chance to save your world from the coming chaos -- or take advantage of it to see your god ascend and rule. Awakening from a slumber beyond comprehension to mortals, the gods promise much to their followers -- and to their enemies they will deliver blood, fire, and death. The war for true ascension to godhood begins and a new chapter in the Akashic records is about to be written in the tattered flesh of the fallen...Turn any image into a map -- battle across Faer n or Middle Earth Choose whether you want you chosen god awake or dormant when the game beginsRebalanced rates for income, supply and resources to enable larger conventional armies Streamline play by checking for taxes & unrest automatically, through the Autotax functionNew music from Erik Ask Uppmark and Anna Rynefors, the duo behind Dominion 2's lilting musical score Features 300-page printed manual with a play-along tutorial, spells reference, nations info and so much more

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StarCraft Review

StarCraft
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This game is awsome. It's an RTS (Real Time Strategy), meaning that you gather resources, build a base, and raise an ever more powerfull army to destroy your opponent. It's a fast-paced, action-filled, stategic and fun game. The premise is that a group of humans have been stranded in some far corner of the galaxy already inhabited by the mighty Protoss, with the Zerg, classic science fiction hive-bugs, about to attack both. The story is superb, told in three chronological chapters depicting the war from the view of each race. It's full of twists and turns, and the missions scale up in difficulty very nicely.
The best part about Starcraft are the three races. Blizzard has achieved a perfect balnce between them but managed to also keep them utterly different. The Terrans are humans, with tanks, heavy machine guns, nukes and lumbering battlecruisers. The Zerg are a rampaging scourge of giant insects who can be produced quikly and in vast numbers to overwhelm opponents. The Protoss (my personal favorites) are mysterious psychics who use ultra-high tecnology as well as their awsome psionic abilities. Every unit is unique with strengths and weaknesses. For instance, take the first soldier available for each race. The Terran Marine can attack from a distance and stronger than the Zerg's counterpart, the Zergling, but the Zergling is faster and can be produced much faster than the Marine. The Protoss' Zealot is strong, fast, and packs a massive melee punch, but costs twice as much as a Marine and four times that of a Zealot. Every unit has a role throghout the game. Marines constitute a large part of my forces in a game from start to finish. Each race requires individual stratagies that take years (if ever!) to master. This is what makes Starcraft such a tremendous game, and while it will outlast 99% of other games.
The sound is excellent, and the dialogue varies between intreging (sp) and hilarious. The graphics, when they first were released, were the best I had ever seen. I've played this game for yearm and only now are they starting to look outdated, but they're four years old. Besides, if you have time to look at an RTS' graphics, then you're not playing the game! They function and arn't a distraction, which is all that matters in a stratagy game, IMHO.
The coup de gras is the entire interface, which has been plolished to perfection. The curser looks like something space-age, and the moving portraits of units and wire-frame images displaying area damage and hitpoints are just flat-out cool. So is the options menu, with an animated space battle for the single player icon... To select a campaighn you click on a moving avatar of the species in question, which displayes vital statistics of that said species... Little things like this are awsome. I could go on forever.
Multiplayer rules, and has been going strong for years now with no sighns of stopping. Unfortunatly, most of the people are playing maps with limitless resourses and where single-unit attacks actually work, but that's not the game's fault. If you can find a game where people arn't doing either of these, it's a blast. The campaighn editor is also very good, once you learn to use the triggers, which can take time. The cinematics are superb, some seeming as if they belong in a movie like Aliens and not a computer game. If you buy Starcraft, get it's expansion set, Brood War, aswell. It adds alot.
This game's woth it's weight in gold-plated latinum.

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The ultimate collection of the best-selling strategy games.Enter the universe of Starcraft and experience the future of strategic combat. This exlusive set includes the full version of Blizzard's blockbuster hit StarCraft and the critically-acclaimed Starcraft Expansion Set: Brood War.

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Sid Meier's Civilization IV: Gold Edition Review

Sid Meier's Civilization IV: Gold Edition
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I find that the improvements outweigh the negatives in Civ IV. I've played Civ III for a while, and was always frustrated with the unrealistic means of making it more difficult at higher levels - such as warriors defeating Knights in battle, other Civs building wonders in record turns, things like that. In Civ IV, those issues seem to be repaired. I've found that the rules they give us for combat movements, cost, etc., are not bypassed to make the game more difficult at higher levels.
I like the added variety of leaders and their abilities, seems more realistic and helpful for long term strategy. I also like the addition of more wonders, though they have changed some of the benefits of certain wonders so I needed to get used to the same thing being different.
I also am enjoying the new "Permanent Alliance" option. I just finally used that and really liked the dimension it added to game play.
The graphics do bother me a bit - too bouncy. I've changed settings as much as I can to get away from it, but it is still a bit bouncy and makes me dizzy.
I'm also not pleased with the bug that makes the game not work with my graphics card - which I have yet to find a fix for. I am playing it on another computer. One of my son-in-laws also can't use the game since his graphics card doesn't seem to be supported. He has a much bigger, badder, multimedia computer.
It also has a problem with the online updates. I updated and had serious issues which I had to call the manufacturer to fix - couldn't start the game, couldn't uninstall the game, couldn't reinstall the game - totally useless. A Direct X fix repaired that, but I don't think I even got the update after all the work! I'm quite leary of trying again. Then my son, who also has the game, updated his and it caused serious corruption for him too. I told him what my fix was, and it didn't work for his. He has to call and see what to do now. Updates aren't supposed to break the game, they are supposed to fix it. The game works fine without the updates, so I'm going to forego any future attempts to update.

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The classic strategy game combined with its incredible expansion pack, for the Civ IV strategy action you crave. / Rated T: Teen

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Star Fury Review

Star Fury
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Decent game for the money. The graphics aren't really all that impressive, but it has a decent campaign line and and excellent array of customization. One of the better open-ended scifi games out there.

A must-have for any Sci-fi gaming fan!

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This software is BRAND NEW. Packaging may differ slightly from the stock photo above. Please click on our logo above to see over 15,000 titles in stock.

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Desktop Tower Defense Review

Desktop Tower Defense
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I've played DTD online at Kongregate until my fingers bled. I love it, and the challenges it presents. So I was glad to see there was a version of the game for DS, so I could play it at times when I didn't have access to my computer.
If you're buying this for something new, you're likely to be disappointed. But as a new way to play the same game, it's a very faithful version of the game, with a few slight twists on how the game works.
Definitely one of the best TD games out there. Now if only they would bring a version of Gemcraft to the DS...

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StarCraft Expansion Pack: Brood War Review

StarCraft Expansion Pack: Brood War
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How often have you gotten an "expansion pack" only to be rewarded with lackluster efforts from a development team that has simply moved on from the title? Brood War delivers almost an entirely new game for less than the original cost. As expansion packs go, this one is about as close to perfect as I've seen.
In addition to ~30 new missions (with each of the three familiar races from StarCraft), you get more multiplayer maps and new units to explore and enjoy (roughly 2 per race). In addition to new units, many existing units have had their abilities enchanced or changed.
Like StarCraft, you can jump into multiplayer on Battle.net and play with up to 8 humans/players. You can only use Brood War against other players who have Brood War (sorry! no mixing versions) -- so make sure your friends pick up a copy as well.
If you liked StarCraft, there's simply no excuse not to own this.

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StarCraft: Brood War continues the award winning saga of galactic warfare as the Zerg, Protoss and Terrans struggle for their continued survival. With the shattered Zerg hive torn apart by fierce in-fighting, the Protoss seek to reunite with their Dark Templar brethren and begin the rebuilding of their homeworld, Aiur.The battle for galactic domination rages on with new units, new campaigns, and more explosive strategic combat.

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Star Trek: Starfleet Command, Volume II: Empires at War Review

Star Trek: Starfleet Command, Volume II: Empires at War
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The new version Starfleet Command 3 is out but You might want to buy this game next to it. This version has better interface and gameplay. SFC3 interface is worse. Only difference is the time difference. SFC2 is Orginal Star Trek. SFC3 is Next Generation

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Star Trek fans and strategy gamers loved the mighty starship combat in the original Starfleet Command. Interplay listened to gamers' cries for a sequel and made the all-new Starfleet Command II: Empires at War look better, play better, and overall even more impressive than the original. The single-player campaign is now called Metaverse, which comes from the term metagame, meaning game within a game. Each campaign has about 60 individual missions that feature greater context, flexibility, and impact on the fate of your empire. Metaverse is available for online play. There are two new races in addition to the original six: the savage Mirak Star League and the Interstellar Concordium, which aims to enforce peace at any cost. New ships are available, including escort vessels, patrol craft, and fighters, bringing the total variants to more than 1,000. A hex-based quadrant system now regulates movement, increasing the map resolution and the number of sectors. A new fleet interface makes for easy target monitoring and allows fleets to operate as a single unit or for individual ships to move autonomously.

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Star Trek: Starfleet Command 2 - Empires at War Review

Star Trek:  Starfleet Command 2 - Empires at War
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First, a warning: there is already a patch for the game to fix several problems known with the game at the time it shipped...
But, hey, it's an Interplay game; I've come to expect high quality from them -- but high quality that occasionally needs a strip of duct tape.
SFC II adds two new races: first, the Mirak, based on the Kzinti from Larry Niven's novels and stories and later adapted in the Star Trek cartoon -- explaining how they got into the Star Fleet Battles boardgame that SFC is based on; it's all a rich tapestry. ;)
Second, the Interstellar Concordium (ISC). These guys were my favourite race in the boardgame, and they don't disappoint in SFC II. Their ships are larger than comparable ships of the same class from other races, and they have unique weapons, like rear-firing torpedoes and their Plasmatic Pulsar Device. The PPD is a very accurate, long-range weapon that does damage to multiple shields in multiple bursts.
Every race now gets fighters and/or fast patrol ships (small gunboats, smaller than frigates but bigger than fighters). Now the Hydrans don't get all the fun. The wide assortment of ships (more than 1,000 of them) is astounding, and no two fleets ever need to be the same.
Game balance has been improved; no longer are missile boats the game-killers they were in the pre-patch SFC -- however, the Mirak specialize in missiles, and are certainly the exception to this rule. Run away from them.
Perhaps the most exciting improvement to the game is Dynaverse II, the new campaign system. While offering a fun single-player experience, where it really shines is in the online semi-persistent world, where hundreds or thousands of players can potentially build up their fleets to conquer their enemies. While the game has only been available for a few days as of this writing, I've had some experience playing online and it's a lot of fun. Once the player base grows (and it will -- SFC II went gold before release) I expect the online game to be the only way to go. And, of course, SFC II supports standard multiplayer one-off games, if you don't have the inclination to play a campaign.
The graphics are even better than the first in the series, with space effects, nebulas and planets displayed in eye-popping detail. Weapon effects are glorious, and the sound is first-rate.
The training missions aren't as frustrating as in the first game, and help to ease the massive learning curve for this extremely deep game.
If there's any weakness to the game it is that the ships themselves still look artificial compared to the concept art, and this prevents me from giving SFC II a 5/5 score.

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Star Trek fans and strategy gamers loved the mighty starship combat in the original Starfleet Command. Interplay listened to gamers' cries for a sequel and made the all-new Starfleet Command II: Empires at War look better, play better, and overall even more impressive than the original. The single-player campaign is now called Metaverse, which comes from the term metagame, meaning game within a game. Each campaign has about 60 individual missions that feature greater context, flexibility, and impact on the fate of your empire. Metaverse is available for online play. There are two new races in addition to the original six: the savage Mirak Star League and the Interstellar Concordium, which aims to enforce peace at any cost. New ships are available, including escort vessels, patrol craft, and fighters, bringing the total variants to more than 1,000. A hex-based quadrant system now regulates movement, increasing the map resolution and the number of sectors. A new fleet interface makes for easy target monitoring and allows fleets to operate as a single unit or for individual ships to move autonomously.

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StarCraft Battle Chest Review

StarCraft Battle Chest
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If, by chance, you're reading this and you've never played Starcraft before, just go ahead and skip reading this and buy it. You won't be disappointed.
If you're thinking about buying it for someone else, go ahead and buy it: I've given three Battle Chests as gifts and it was a hit every time for both kids and adults, even to those who hadn't played this kind of game before.
The Battle Chest is definitely the way to go, as you'll save money over buying it and Brood War separately and get the strat guides for free (and, to be honest, I don't think the guides are worth having unless you're completely clueless about how to beat the game, and there is information in the strat guides that is blatantly wrong as well).
I've been playing RTS games since 1997, and in my opinion, this is the best one ever made. No one has made one that's as fun, has as gripping a storyline and artwork, or depth and replayability of gameplay. It's a work of genius. I've had it for two years and I still play it at least a couple of times a week. There's even one mission left that I haven't managed to conquer without cheating, so the challenge is definitely there.
What you have to understand about Starcraft is that it's not meant to be a cutting-edge feature-heavy supergame where you can customize the behavior of your units and give them complex orders. It's meant to be more of a strategy game like real-time chess, and in this it succeeds brilliantly. It shares the quality of chess in that there are a limited number of units with straightforward abilities, but there are an infinite number of things and strategies that you can do with them. To this day players are still inventing new strategies for these units and races.
The artificial intelligence and pathfinding of the game is the best I've ever seen. No RTS game has perfect AI or pathfinding (units getting lost or tangled up on each other or the terrain), but Starcraft's is by far better than any others out there. The computer will flatten you time and again unless you're playing competently.
Multiplayer is a complete blast, and more options are offered than any other RTS game. You can play team games where you and your allies are actually controlling the same units against the computer or others, in addition to a wide range of variations like Capture the Flag, etc.
Blizzard's Battle.net service is free and at any time of day there are literally thousands of people playing. Internet play is smooth. I've played friends both nationally and internationally with bad connections and low-end computers, and it runs solidly even with the additional traffic of voice chat like Roger Wilco over 56k!
Blizzard's continuing support for the game is also excellent. They release a new map for the game every Friday like clockwork, so there are over a hundred new, well-designed maps available for download and replay.
In summary, just a solid, solid, completely fun game. You can't possibly go wrong by picking up a copy.

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Real-time strategy goes to new levels as three intergalactic species fight for survival. Control the vagabond Terrans, enigmatic Protoss, or the bloodthirsty Zerg as they wage war on the edge of the galaxy. Includes support for Internet play over Battle.net, Blizzard's on-line gaming service.

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Star Wars: Rebellion Review

Star Wars: Rebellion
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Star Wars: Rebellion has been around for a while, and with the neverending stream of Star Wars games being released by LucasArts, it is surely being relegated to the backwaters of Star Wars gamers' consciousness. Its graphics aren't as gorgeous as Rogue Squadron or any of its sequels, and its style (real time strategy) may not be as popular as either first-person shooters a la "Bounty Hunter" or even "The Phantom Menace."
Yet to some strategy-gamers like Yours Truly, Rebellion (known in the UK as Star Wars: Supremacy) does have its virtues. While it is a strategy game on a galactic scale, it does combine elements of roleplaying (players can send major Star Wars characters from page and film on missions)and space warfare at the tactical level (once a player has built a few fleet units, they can be sent from their territory into enemy systems to invade planets or engage opposing fleets).
Players can choose to play as either the Empire or the Rebel Alliance, choose the level of difficulty, and the amount of planetary systems that will appear in the Galactic Information Display. The tougher the level, the more systems will gravitate to the oppposite side. The object of the game, of course, is to control as much of the Star Wars galaxy as one can, with each side having ultimate victory goals that must be achieved. To be more precise, the Rebels must capture both Darth Vader and the Emperor, while at the same time taking and holding Coruscant.
The Empire's mission is similar but trickier. Not only are Mon Mothma and Luke Skywalker to be in Imperial custody, but Alliance HQ must be destroyed. But unlike Coruscant, the Rebel HQ complex (it looks like Cloud City) can be moved from one Alliance controlled system to another. (Those who find the complete Victory conditions to be too hard at first might choose the HQ-only option.)
Things I like about Rebellion:
1. The "main title" sequence. Most good Star Wars games pay homage to their parent media source (the films) by having the "a long time ago, in a galaxy far, far away...." card and the title crawl setting up the game's storyline. Rebellion is set immediately after Episode IV, so in some ways the game can be used to imagine alternate timelines and different outcomes to those we saw in the movies. Actual cues from the John Williams scores add that touch of genuine Star Wars atmosphere to this starting screen.
2. The use of characters from books and films. Although Rebellion shows its age by incorporating worlds and characters mentioned in books published up to 1998, I like the fact that the game designers did not limit the cast of "agents" to just the canon film characters. Fans of such Expanded Universe characters as Grand Admiral Thrawn, Talon Karrde, Borsk Fey'lya, Labria, and Pellaeon will find them included here. The one limiting factor is that only a few major characters will have audio cues included in their mission reports (and even those get old fast if you play the game in one sitting), so don't expect to hear the famous Thrawn's musings or Chewbacca's growls. I also like the fact that certain characters have strong Diplomacy ratings (Leia, Mon Mothma, Piett, Jerjerrod, and of course Vader and the Emperor) that only get better with each mission, while others are better at Combat and Espionage.
3. The graphics. OK. The game is not new and it's showing its age, but those fleet battles are still pretty cool. They may not be very varied, and at times it's best to just go to the Results screen if you send, say, a Star Destroyer or two against a system defended by one X-Wing squadron....or a Mon Cal cruiser against a single TIE squadron.
What I don't like:
1. It depends too much on mouse clicks. Another reviewer called this game the Death by 1,000 Clicks (or something along those lines). I have gotten used to this, but getting used to something doesn't mean you have to like it.
2. Team building. Supposedly, you can make a team of various characters to accomplish missions...or send out decoys to divert the enemy. While fine in theory, either the program is faulty or I am as dense as a Kowakian monkey-lizard. It did take me several months just to figure out the basic game, even after reading the manual, but geez...I still can't get the Team thing done.
3. Predictability on Easy level. OK. I don't enjoy pain much so I tend to avoid switching levels on PC games, but I have noticed that the Empire never attempts to build a Death Star on Easy level. It DOES drain resources, and maybe when I play as the Rebels I don't give the AI Empire time to gather raw materials for a battle station, but c'mon...to never try?
For an older game, it is not without its bugs -- it does crash from time to time and some of its features do get annoying, but Rebellion is still entertaining and fun to play. What more can one ask of a game designed in the late 1990s for Windows 95/98....except maybe a Prequel edition or a revamped Classic Trilogy/EU version with new graphics?

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Take the galaxy by force. Take the galaxy by diplomacy. Take the galaxy via covert operation. Earn the loyalty or resentment of up to 200 worlds. Rebellion gives you a myriad of means to implement strategy and tactics on a grand scale and in real time environments. With control of the entire Star Wars galaxy as the prize, will the Force be with you? Discover for yourself.

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Star Wars: Empire at War Review

Star Wars: Empire at War
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I was looking forward to playing this for awhile. I pre-ordered a copy and when it arrived I leaped into it. It is a decent game overall. The graphics won't wow you. They aren't top of the line, but that isn't necessarily a bad thing because it will play on a majority of computers out there today. There are little things they did add in like when ships explode and the men and pieces of metal will come tumbling out into space...nice touch.
I think I was expecting a bit more...there isn't a whole lot of tactics/strategy to the game that can't be solved by a quick mouse hand. If you excel at Warcraft/Starcraft type games then you will be right in your element. The space/land battle maps are very small and claustrophobic where there is no room for manuevering or flanking. It's basically move in and slug it out clicking all over the map to ensure victory. It's not completly dull, but it's awful close. In it's entirety however, they play pretty well and enjoyable.
One misperception I had was that the space battles were in 3-D similar to Homeworld or Nexus: The Jupiter Incident. They are very 2-D, but will appear 3-D if you switch to the cinematic camera which is pretty cool when you are in a big space battle and you have everything under control and can watch the battle unfold other than from a isometric top-down perspective.
The gameplay itself is entertaining, but I really did not like where time continued to advance on the strategic map. You can slow the time down a lot and of course there is pause, but time continues to advance and you need to stop and really slow things down immensly on the Galactic Conquest games. Speaking of pause there is no hotkey for it which makes pausing the game during land/space battles annoying especially when the battle is very busy and costs me a few units. I really would have prefered a turn-based strategic level similiar to Star Wars: Rebellion. On the massive Galactic Conquest map it's almost unplayable on a normal speed because it is so daunting managing 30ish planets. I highly recommend putting the speed to lowest and then just hitting the fast forward key if you need time to speed up a bit.
The tutorial and voice acting are very good. They explain the game pretty much without having to crack open the manual with a few omissions. I wasn't sure how to build Imperial Star Destroyers until I realized i needed to upgrade my Space Station as well (To build these big boys anyway you need to be on a specific planet as well.)
The game is fairly balanced between the Rebels and Empire. The Star Destroyers are definately the kings of the skies and tough to beat. The rebels have a lot of little tricks though to help them out like the annoyingly frustrating Raid tactic where the Rebels can bypass your defending fleet and land directly on the planet with a army to wreck havok. This forces you to overfortify a lot leaving little for offense at times if your borders cover many worlds. However, the AI isn't outstanding so you can bend a bit. For example, there seems to be a definate lack of building the big Mon Calamari cruisers or Imperial Star Destroyers on Galactic Conquest. I give the other side breathing space to get a big battle but the AI seems to only like to build average frigates and waaay too many missile boats which have the armor plating of a Pinto.
There is a cap on how many units can be on a Land/Space battle at one time. For space battles it is 25 points for the Rebels and 20 points for the Empire. Big capital ships like the Mon Calamari Cruisers and Imperial Star Destroyers fill up 4 points each with most frigate types taking up 3 points and your corvetters will fill up 2 points. Fighters like the X-Wing and Y-wing take up one point. The empire never has to build fighters because they auto-launch from Star Destroyers with the exception of the TIE scout (which sucks).
It's almost impossible to lose as the Empire. You can setup your fleet with five Imperial Star Destroyers (which puts you at a cap of 20 units out of 20 units) and fight a Rebel fleet 10 times your size and you will win everytime because the AI does not concentrate all their big capital ships and instead brings in lesser missile boats and corvettes which get chewed up by a few salvos from your Star Destroyers and you can focus on their Nebulan and Assault frigates one by one. The AI won't wait and concentrate, but send them in piecemeal to get smushed. One of the good parts of the AI is that it is very choosy where to attack. If you have fortified all your border planets with Level 5 space stations and a decent fleet the computer won't attack unless it has a big force. It will go on the defensive mostly and wait for you. It's not that much more challenging playing as the rebels either when I built up a large invasion fleet to combat Coruscant which was heavily defended and when the two Fleets engage I see the AI has decided in it's wisdom to build 39 TIE Scouts. Errr?
The heroes and villians are on a spawn timer with the exception of the Emperor and Mon Motha in most Galactic Conquest maps and campaigns. For example, that grrrr Han Solo you can kill with a Bounty Hunter or in battle but Shazam! in no time at all he's back up and kicking leading more forces past your fleets.
System stability. Well, I really don't have much to comment on this other than Lucasarts is definately paying attention to this release and there have been TWO updates i've downloaded from their site via their auto-updater when the game is launched. I guess the widespread negative reaction to their abysmal failure of a MMORPG prompted a lot more pampering to the latest Star Wars products.
Is it worth your time and money? Sure..why not. It's fun and there is nothing bad about it, but it's not going to knock your socks off. It's not the Total War engine (which honestly I was hoping for). You will enjoy the battles if nothing else. Just note there is nothing turn-based about this at all. Overall a 4 star game.
Pros
- Fun
- Cinematic camera angles are immersive
- Addicting gameplay
- Good voice acting
- Good tutorial
Cons
- Sub-standard AI
- Too easy even on Advanced.
- Cramped Land/Space battle maps.

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Star Wars: Empire at War is a Real-Time Strategy (RTS) game that is, quite simply, amazing in its scope and grandeur. This game has all the elements that both hard-core Star Wars fans and dedicated strategist gamers are looking for. In Empire at War, you must fight battles in space and on the ground, giving the game a dual-layered design that forces you to operate on both an involved strategic level as well as a tactical level. Add epic-looking battles with dozens of great touches, outstanding sound effects that you've come you've come to expect from LucasArts, the contrasting play styles enabled by playing as either the Rebellion or the Empire, and a broad array of unforgettable characters, and you've got a game that lets you truly immerse yourself in the Star Wars universe.
The storyline of Star Wars: Empire at War occurs between the two trilogies through the end of "A New Hope." As a player, you'll be involved in virtually every aspect of the conflict between the Rebels and the Empire. You must simultaneously manage your economy, develop technology, build factories, planetary defenses, ships, and space stations, as well as get information on new planets and maneuver your various forces around the galaxy. Unlike some strategy games that are decided by who has hoarded enough resources to overwhelm the enemy, here it is just as important to build your forces up in an intelligent fashion in order to gain power. And to ensure you aren't ever allowed to sit back and relax, it all happens in real time, so if you spend too long considering what to build or where to send your fleet, you'll be inviting a computer attack that could reverse your gains.
Star Wars: Empire at War has a huge number of variables you'll need to consider. Many planets have unique bonuses, such as allowing certain units to be created more powerfully or cheaply, thereby increasing your credit income by different degrees, as well as only allowing the largest ships like Mon Calamari cruisers and Imperial Star Destroyers to be built on certain planets. And the Empire and Rebels obviously both have their differences. The Empire usually generates a lot more money, which it can use to overwhelm the rebel forces if left unchecked. The Rebels, on the other hand, have far fewer resources, which can make them more difficult to play and learn, but they can steal technology and sneak raiding parties past many of the Empire's space defenses. And each of the two sides has their own distinct Hero units, which can be extremely powerful and can sway the course of battle greatly. You can use Palpatine or Mon Mothma to reduce a planet's production costs; C3PO and R2D2 to steal technology or hack into an enemy's turrets and turn them against their own troops; Darth Vader to force-push entire groups of enemy soldiers on land; or Boba Fett to crush concentrations of fighters by dropping seismic charges in space. To balance out these massive powers, both sides can hire generic bounty hunters to try and eliminate a rival hero from the game.
While the land battles in Star Wars: Empire at War are highly enjoyable and extremely challenging, involving heavily armored AT-ATs and more, the space battles are truly breathtaking. Watching a Star Destroyer crawling with bright-blue ion energy, or an entire wave of X-wings explode into flame, or witnessing a fully-armed and operational Death Star blow a planet to smithereens are unparalleled experiences in this galaxy, or any other. And the visual and sound effects aren't the only thing that will amaze you during a space battle. The bigger units like space stations and Star Destroyers all have hard points pertaining to different systems. You can target these different systems to cripple ships in different ways, taking out their shield generator, weapons system, or engines to reduce their effectiveness, or taking out the hanger on Imperial capital ships to thin out their fighter cover. And as you destroy a cannon or shield generator, that piece will break off and float away. And while most ships eventually explode, the Mon Calamari Cruisers and Imperial Star Destroyers will actually tear in to pieces that continue to linger throughout the battle. What's more, you always need to watch out for ships the AI (artificial intelligence) might be hiding in asteroid belts, waiting to spring them on the flanks of your fleet at the worst possible moment.
The strategic layer of Empire at War takes place on a two-dimensional galactic map showing you all the planets. In the full campaign mode, you must consider and plan around more than 40 such planets, whereas in some of the simpler conquest scenarios, you may end up dealing with as few as eight of them. Instead of playing in the campaign mode, you can play multiplayer matches over a LAN or online with up to eight players. The LucasArts' matchmaking system makes finding an opponent easy, and if you are playing a head-to-head match against a friend, you have the ability to save a match and reload it to continue at a later time. Delivering a presentation that is as epic as the films themselves, Star Wars: Empire at War is ideal for any fan of strategy games, and absolutely necessary for Star Wars aficionados.

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