Visually the game is very pretty with lovely backgrounds and many models to choose from for each of the civilizations. The challenge generated by the AI is appropriate to the area you're in at any given time, usually with little need for tweaking, though the option exists. Each building displays a n umber of foot soldiers that would be required to storm it, so you can cut to the chase when encountering these buildings. The range of missions is fairly broad, which keeps the game from getting boring, and there are unique features such as the ability to storm some buildings with your foot soldiers. The game play is much what you would expect from an RTS with a few bells and whistles tossed in. At the upper technology levels the Cuotl are a staggering force to deal with, but they have a weaker opening game that can be exploited by a fast player or computer enemy. This makes for stone statue armies standing side by side with orbital lasers, power shields and cloaking devices.
Security is never having to say your sorryįinally is the Cuotl, an ancient Mesoamerican style civilization crossed with hefty advanced technology. Their tech tree is a bit different, so worth making sure that you know the order of their buildings before playing the first time. Born fliers this race rules the skies, and are masters of the rapid hit and run style of attack. The feel of their civilization is magical and adventurous built with floating castles, glass dragons and fiery serpents.
The Alim civilization seems to be a portrait directly out of the 1001 Arabian Nights. They’re a slow strategy civilization based on building up your resources before attacking, lacking the smooth fast attacks of the others. Clockwork soldiers, steam powered flyers and tanks all based on a research and development focus. Many of the units are inspired by the designs of Davinci himself, though with a retro science twist.
The Vinci are based on, as their name implies, a cross between steam-punk and Renaissance styles. The three civilizations take advantage of very different backgrounds, each with a unique look and feel as well as tech tree and tactic style. Unfortunately in the computer run scenarios you generally find yourself fighting units of the same civilization that you are playing and I wanted to get to combat between the civilizations faster, but that’s what multiplayer is for, if nothing else. There are a few twists and turns, but really the story, like most RTS stories is about bringing the various civilizations into combat and completing missions to storm one city or another, or bring back certain persons. The storyline of this game isn’t a huge surprise. In exchange we get three unique civilizations that use familiar RTS building trees and combat strategies but in intriguing new ways. No space marines, no WWII anything, no Tolkien themed elves, dwarves or other sword slingers. My favorite part of Rise of Legends is the fact that nothing in the races is stereotypical. The naming is a little unfortunate since it makes one expect typical legendary races and characters, but the results in this area do not disappoint. While it may not go down as a Legend, Rise of Nations: Rise of Legends is definitely worth the game time and a good play that follows in the footsteps of it’s predecessor, combining the game play of both turn based and RTS in a unique world environment. I have to admit if there was a category for originality in the setting of an RTS I'd happily give this game an 11. The sequel to the immensely popular Rise of Nations, Rise of Nations: Rise of Legends relies on many of the traditional RTS game set ups and tactics, but manages its own unique twists that make for an enjoyable game.