Reviews / previews
Imperialism II looks better than the 1997 original, adds
new features, reduces the complexity without
sacrificing detail, and seems set to repeat--and
maybe surpass--the popularity of its predecessor.
You control one of six major powers
involved in the 16th century European invasion of the New World with the goal of controlling more than half the provinces in the Old one. The tools of your trade are economic, diplomatic, and military. You can bribe minor powers to join your empire, improve
relationships via trade until your partner willingly
submits to your rule, or simply invade and conquer.
The resources of the New World also await your
disposal once these lands are discovered and
exploited.
Graphics are arguably the least important part of a turn-based strategy game, but they're far from unimportant. Good visuals promote atmosphere, and
unlike its -looking predecessor, Imperialism II
has plenty of atmosphere. The game is still basically
a series of 2D menus (except for the main map and
underwhelming battlefield screens), but its 800-by-600
backgrounds,
rendered in 16-bit
color, fairly ooze
baroque ostentation
and wealth.
Developer Frog City
has also done a nice
job of simplifying
complex screen
images to make for
quick selection. For
instance, the
complicated city-as-industry metaphor of
Imperialism's production screen has been replaced by
a series of rational resource sliders.
Aside from its graphics, the most obvious upgrade to Imperialism II is found in
its extensive technology tree, with which you can research up to three items
at once (four, with the invention of the University). Pouring extra capital into a
research topic speeds its progress. So does sending spy units to other major
powers who have already achieved that technology. My sole complaint is that
an outline of the entire research tree should have been available within the
game, and not just as a foldout in the manual.
Imperialism II offers many new military units
and resources, as you'd expect in a second
release of a popular strategy game, where
re-creating success naturally involves a
more-is-better approach. To its credit, the
Frog City team didn't go overboard and
thoroughly integrated their choices. Game
balance is excellent, and victory requires a
strategy that employs both the velvet glove
and the iron fist (preferably, one clenched
around some cash).
Another hallmark of Imperialism II is its AI:
these computerized opponents play fair, and
they play hardball. You'll have a tough time beating them. The AI is better
individualized for each major power in Imperialism II than in the previous
release, with less tendency for multiple
unallied opponents to declare war on a third
power in the same turn, for example.
Up to six players can join a multiplayer
session via TCP/IP or Mplayer.com. Speed
is obviously of lesser importance in a
turn-based game than one that plays in real
time, but Imperialism II assimilates and
implements data swiftly. In a word, it zooms.
With an infinite number of maps, highly configurable starting conditions, great
AI, and good graphics, Imperialism II looks set to conquer a new group of
players along with the New World.-- Barry Brenesal / GamePro
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