The English units, for example, speak mostly incomprehensible Old English in the first age, which gradually evolves through Middle English and eventually arrives at the Early Modern English of Shakespeare's time. Voice lines for each unit were recorded in the native languages of their historical cultures, including some that are no longer natively spoken. Traditional instruments and melodies evoking the spirit of each faction start out simple and build to something more epic as you advance through the ages. It’s worth highlighting that the music and sound design are great across the board. You'll unlock live-action mini documentaries for each scenario on things like how to build a composite bow or traditional Mongol folk music, which are pretty neat – though I would have killed for basic pause and rewind buttons as they played. But the Mongol Empire and Rise of Moscow campaigns feature tons of interesting objectives that put you in the middle of thrilling flashpoints from history. The first two campaigns, featuring the English vs the French in the Norman Invasions, and then the French vs the English in the Hundred Years War, are a bit slow due to the fact that they focus on the two most boring factions – they could almost be mistaken at times for mirrors of each other. The Rus are a nice breath of fresh air as well, though they’re not nearly as unconventional they focus on dominating the wilds with smaller outposts rather than having a dense, heavily defended urban core.īut there's one area where Age 4's old-school sensibilities brought me nothing but delight: It features a full 40 missions of single-player campaign goodness. The Mongols took me from feeling kind of lukewarm about Age 4 to excited to explore new tactics almost immediately, and I've spent the majority of my multiplayer time since then throat singing and microing horse archers. With fully mobile bases, no population buildings, and an economy heavily focused on burning down other people's stuff to get money, the Mongol faction breaks with tradition and convention and shows what Relic can do when it’s really trying to bring something new to the table. At the same time, new mechanical ideas like being able to hide units in forests to set up ambushes are a nice twist, but other than that I'm not really doing anything that I couldn't in the Definitive Editions of Age of Empires 2 and 3 that have been released recently. And with Microsoft signing the checks, it's not like Relic made this on a shoestring budget. That includes the graphics: even on max settings they don't look that impressive, especially when I could go play any Total War released since 2010 and see an order of magnitude more units with much more detailed models and far higher-fidelity environments. But these modest touch-ups didn't do much to change the fact that there's almost nothing in Age 4 that couldn't have existed 10 years ago.
0 Comments
Leave a Reply. |