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Fall of Rome
http://www.fallofromegame.com/ |
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![]() Old School Strategy Gaming For The Internet Generation | |||||||||||||
Turn-based, tabletop war games have been around since well before I was born, some 28 years ago. Until the explosion of the internet and massively multiplayer games, turn-based videogames have mostly been single-player games relying on number crunching and computer AI, with the occasional game allowing a few additional players to join the fun. The Fall of Rome has changed this and introduced old school turn-based war gaming to the internet masses while adding some rpg elements to the picture. This may sound like a recipe for disaster, but as you will find out, this is anything but true. "The enemies of my enemies are my allies" To help with the running of your kingdom you will have the ability to hire governors and other such officials that have the ability to build upgrades in towns and cities. These can also help the King usurp control of a neutral cities or towns, or even steal them from under the nose of their current leadership. It is little touches like this that add depth to what would otherwise be a straightforward game about building the biggest army and killing off other kingdoms one by one before they can unite against you. Forging alliances is almost a must in this game, especially the first few turns. I have found most players are very friendly and are willing to form alliances or sign a truce for the first several turns, so everyone has a chance to build up their armies and economy. This kind of community is what makes Fall of Rome such a good game overall. There are no Battlenet-type players here, everyone is very friendly and add to the roleplaying aspects of the games by staying in character for most communication. This adds a bit of atmosphere not seen in the majority of 2D turn-based games on the market. A word of warning; don't mistake this friendliness for leniency when it comes to the actual playing of the game. A time will come when alliances will be broken and the person who was once your ally is now doing their best to take over your lands to fill their coffers and make their push for world domination. That's all part of the game and it brings back fond memories of my tabletop gaming days, back when I was much younger. Diplomacy is a necessity and eventually you will find, like any good kingdom in world history, no matter how much money and land you control you can't hold onto it without good politicking and allies. Since it is a turn-based game, battles in Fall of Rome are not based on how twitchy your mouse finger is or even how well you position your troops. It's almost all about the strength of the army you built and how their "numbers" match up against the "numbers" of the opposing forces or city defenses. You also have access to agents that can scout the cities and find out about the current state of the army, or food and gold production. These agents can also sabotage the gold and supply productions or even assassinate opposing player's leaders to make life easier for your invading armies and fast-talking politicians. The developers have taken the time to craft a great story for each battle that plays out. Every battle unfolds in story form and these read like the best battle scenes you'd find in any fantasy novel. With the lack of in-game graphics, this is exactly what is needed to keep players immersed in the game. I wish there was more of this type of story telling in today's games and I hope that some of the bigger developers sit up and take notice of this and incorporate it into their own games. "She has a great personality but how does she look?" Conclusion: |
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| Reviewed January 21, 2005 by Ryan Delaney |