Reviews / previews
The difference was Civilization.
While real-time strategy games have typically looked
to Maxis' Sim City for inspiration, Ensemble Studios
seem to have kept one eye on Sid Meier's
MicroProse classic. The birthmark it bore as a result
was striking: Ensemble's Age of Empires was as
much about life as about death, and I suspect it was
this pleasant distinction that helped make it a hit
and, ultimately, helped put Microsoft on the
game-publishing map.
AoE Gold revisits that the fully patched version of that
1997 title and its 1998 add-on, The Rise of Rome, to
surprisingly agreeable effect. While about two years
have passed since Age appeared-Microsoft plans to
release the full sequel, Age of Kings, this fall-the
game still feels fresh and unique.
Now, naturally,
AoE is a game
about war.
Empires wouldn't
become empires
without it (except
perhaps in Alpha
Centauri). You do
build military
units, and they do
go out and start
fires and kill the little men the enemy has birthed.
But it's not all about war. You're not building a military
base, but a city. You're not dealing just with troops,
but with people. Fundamentally, it's a game about making something, and
that's why I keep coming back to it.
The Rise of Rome made it even easier to come back to it. As you'd expect, it
added civilizations, technologies, units, map types and so forth. But also a
range of thoughtful tweaks--like the ability to zap to recent trouble spots,
create production queues and easily select all the units of a type, regardless
of how intermingled they'd become with other types.
Now, don't look for Great Lost AoE Scenarios or anything of that sort on here.
This is simply AoE and RoR, with no extras beyond the conveniences of
repackaging: a single, combined CD and head-to-toe manuals. (In these days
of CD manuals, we should be glad for any kind of printed documentation.)
But, do you know, that's enough. In fact, it's more than enough.-- Peter Olafson / GamePro
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