So how do you create an expansion for a game that spans the entire history of
the conflict of civilizations from ancient times through the future? In the case
of The Art of Supremacy you add a few new civilizations, some new campaigns, and
toss in a few new game variants. Now the question becomes: do these additions
add enough to the game to justify buying the expansion? Well that’s the question
that I’m here to answer…
Let’s start with the new civilizations, because that’s usually the first
thing people ask about when an RTS game gets an expansion. The Art of Supremacy
adds four new civilizations to the mix, two of which are standard fare for RTS
games and two of which are pretty original. The French and the Russians are such
RTS mainstays that if you haven’t played Empire Earth II in a while you’ll swear
that they were included in the original game. The other two are drawn from the
under-represented (outside of Egypt) continent of Africa: the Maasai and Zulu.
To be honest, the French and Russian civs don’t really bring anything new to the
table, and neither does the new campaign that features the French and Russians
battling it out in the time of Napoleon with its typical escort, hold off the
attacker for x minutes, etc., etc. mix of missions. The Maasai campaign is far
more interesting, set in the near future as the Maasai must fend off corporate
invaders looking to exploit a newly discovered energy source on their lands. The
last campaign does not feature the Zulu, but is still set in Africa at the time
of the rise of Egypt, and sits between the other two campaigns in terms of
interesting gameplay. One thing all three campaigns share is some of the more
grainy cutscenes you’ll find in any contemporary game. The Zulu are instead
relegated to one of the game’s historical battle scenarios in which they must
face the colonial British army in 19th Century Africa. The African civilizations
shine more in the ancient epochs, though, as technology advances they begin to
loose their distinctiveness from the other civs in the game.
Maybe you’re one of those who don’t care much for campaigns and lives for the
multiplayer action. In that case there are some new multiplayer game variants
included with this expansion, although it is questionable as to how much you’ll
get out of them. Tug of War is played over a series of maps connected at the
ends. Win the battle on a map and play proceeds to the next map down the line
towards your opponent’s “end”. If you win the battle on your opponent’s “home
map”, you win the game. This mode sounds interesting on paper, but in practice
it is not that well suited to multiplayer play. You need two players dedicated
to seeing the match through to the bitter end and with time to devote to a long
play session as the battles inevitably ebb and flow back and forth across the
maps. Territory Hotspots is simply a variant of Hotspots in which the victory
locations are revealed from the beginning of the game. In practice it does not
play out much differently than the original variant. Fealty allows losing
players to stay in the game by serving as vassals to their conqueror. How many
players will want to stick around to run another player’s economy after losing
the war?
The Art of Supremacy also includes a civilization editor which lets you
select your own civ bonuses, city names, and unique units. You can’t give your
civilization a unique look, though, so it’s really more of a stat-tweaker than a
full-blown editor.
In The End, This Game Hath Been Rated:
66%. The Art of Supremacy is best left to the most ardent of Empire
Earth II fans.