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Rise of Nations: Rise of Legends - First Play
System: PC
Rated: T
Shop: Buy It Cheap · Get The Guide

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Rise of Nations was a game in the Age of Empires and Empire Earth mold, but its sequel, Rise of Legends, is a definite departure from these games’ historic empire-building gameplay. Rise of Legends creates its own fantasy world in which three very different factions compete for dominance over a mythical world. Microsoft gave us a preview build of the game that gave us the chance to try out two of the factions, the Vinci and the Alim.

The Alim on the march.
The Vinci are a race that have managed to bring the numerous designs of Leonardo da Vinci to life and believe in a steam and gear works world of technology. The Alim are a desert people that rely on magic instead of technology and have elemental creatures at their disposal. Their units and the appearance of their structures look like they were drawn from the pages of the Arabian Nights. These two races not only differ in terms of philosophies, they play fundamentally differently as well. The Vinci build powerful units that take time and resources to create, while the Alim can quickly generate large numbers of weaker units. As a Vinci player you’ll need to keep your opponents at bay until you can bring your superior technology and firepower to bear. On the other hand as an Alim player you’ll need to strike the enemy early and often and overwhelm him or her with superior numbers.

The game is a real-time strategy game and if you played Rise of Nations or similar games then you’ll have no problem grasping the basics here. The game does make some changes to the basic model, though. Bases are not collections of individual structures, but rather are centralized cities to which you add specialized “districts”. Adding a merchant district will increase your income while adding a military district will add more soldiers to your army. As cities expand they can be grown to higher levels allowing for the addition of even more districts. This method of base building has two major effects. The first is that city size is naturally constrained and choices will need to be made as to the focus of your city, be it military, economic, or research. This leads to the second effect, namely you’ll be able to tailor your city to your style of play. During the course of the game you’ll be able to create new cities, so you can even specialize individual cities. The cities are impressive to look at especially when they grow to a large size. They can fill the screen and are a hive of activity and motion. When under attack, you’ll see the defenders man the battlements and fire out at the attackers. It’s all pretty impressive to watch and this is in a preview build of the game.

Enemy cities – as well as neutral buildings – can be captured as well as destroyed. In fact, it is generally better to capture cities as capturing and expanding cities will extend your national borders. Borders have a different effect on the Vinci and the Alim; the Vinci are constrained to building structures within their territory, while the Alim can build special unit-generating summoning circles outside of their borders although Alim units suffer slow attrition when moving in enemy territory. When attacking a structure or city, a number is displayed that represents the number of units required to instantly take it over. These units are lost in the siege, so it is usually a better idea to attack the city to reduce its defenses, which in turn reduces the number of units required to take the city or structure outright.

 


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