Reviews / previews
Ancient Conquest revives my faith in the ability of
developers to extract good ore from the
heavily-worked mine shaft of real-time strategy.
The setting is the Greece of ancient legends, and,
specifically, the tale of Jason and the Argonauts.
Jason's uncle has unlawfully withheld his kingdom
after the young man's coming-of-age, but agrees to
return it in exchange for the legendary Golden Fleece.
Jason gradually acquires skilled teammates
(including the
demi-god
Hercules), sets
sail, and
succeeds.
Of course, there's
more to the tale;
and more to the
game, which only
loosely uses the
Argonaut's tale for
its own purposes. Its most distinctive feature, as it
unfolds over 14 linked and another 15 stand-alone
scenarios, is that nearly all significant activities take
place on water--on boats that gather resources of fish
and amber and various warships that explore the
unrevealed map, fulfill missions, and destroy enemy
convoys. You don't land soldiers to destroy a Persian
stronghold, but bombard it from the sea. Ship-to-ship
combat tactics include ramming, firing upon, and
boarding the vessels of your enemies.
The difficulties associated with fleet combat give
Ancient Conquest its unique flavor. Ship speed
changes according to wind direction; bombardment
and ramming require specific angles of attack. (You
don't have to figure any of this out yourself, of course, but you'll want to keep
it in mind, because the player who fires weapons first has both an undeniable
advantage.)
Your ships will also have to deal with
hazards that increase as quests grow more
complex: sirens, harpies, sharks, dragons,
waterspouts and wizards that cast fireballs.
Enemy AI is among the best we've seen.
Each ship knows when to retreat, when to
ram, when to bombard, and so forth. High
marks also go to controls that allow you to
create patterns of behavior for your own
fleets. You can set them to concentrate on
specific attack modes, patrol, scout, guard zones and form convoys.
In later stages, the game focuses a bit more on research. You'll be able to
create temples and cast spells, using your gathered resources for power, and
erect workshops and sage buildings to design better projectile weapons and
armor. The research tree is relatively simple, but that's all to the good. In a
real-time startegy game, you can't afford to neglect the battlefield while
musing over hulls and sail fabric.
You can play with up to seven other people--either allied or in a
free-for-all--over a wide range of connections on the 25 included maps or
create your own with the Scenario Builder. If
multiplayer doesn't stand out as much as it
might, blame the enemy AI in the
single-player game. You don't feel the lack
of an opposing intelligence.
Now, Ancient Conquest isn't all that new or
striking. It doesn't offer anywhere near the
number of buildings or units that C&C does.
It doesn't let you play three sides with
distinct strategic advantages, like StarCraft,
and it lacks the visual punch of Myth II. But
its distinctive setting and challenges, sea combat, generous scenarios and
exemplary AI kick much-needed life back into the RTS genre.-- Barry Brenesal / GamePro
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