![]() Mad Doc has swiped a page from the Big Huge Studios playbook that the developer used to make Rise of Nations, dropping the typical scripted campaign for a freeform option where you try to conquer the globe. Much of the new world-domination mode of play feels equally tired. You need to make accommodations for the blatant specialties noted in the paragraph above (which basically means you need to build cavalry with the Middle Easterners, research a lot of tech with the Westerners, and crank out the infantry with the Easterners), but aside from that this is all about the same old base building, resource gathering, and army rushing. Despite these variances, the styles of play are nearly identical no matter what part of the globe your empire calls home. You need to get into the future era to notice anything interesting with these sides, as that's when you start seeing ideas like the Middle East's cloaked factory and camouflaged revolutionary guard, and the East's bioengineered units like the supersoldier and hulking mutant. Only the Middle East stands out somewhat, and this is mostly just for portable buildings that can be unpacked without the assistance or any sort of worker unit. West and East are structured similarly, with builders constructing traditional Western city centers and Eastern ministries, warehouses, barracks, stables, and so forth. Basically, the standard dozen or so civs typically tricked out with all sorts of varied units and specialties have been swapped out for what amounts to a measly three of them that play a lot like one another anyhow. This concept gets across an imperial theme quite nicely, but it also simplifies things too much. You can get past these generalities only by playing skirmish mode against the computer or against other human players online and selecting from handfuls of more traditional nations like the US, North Korea, Switzerland, and Russia, and even then these sides don't really differ from the others in their regional blocs. And the Middle Easterners specialize in cavalry and hit-and-run tactics. The Easterners deal in huge numbers of infantry. So the Westerners are all about research and expensive, high-quality units. Instead of picking the British, the Persians, the Americans, or the like for campaign play, you choose a side from Western, Middle Eastern, and Far Eastern empires that encompass basic stereotypes of their cultures. ![]() To accomplish this, the designers scrapped the old individual civilization model and moved to a different route where you guide world regions. Developer Mad Doc Software probably started from a good place, working with the sensible idea that a lot of the messy cross-epoch elements needed to be stripped away for the franchise to truly compete with the likes of its Rise of Nations and Age of Empires rivals. Still, the design is more misguided than flat-out awful. ![]() Although it is gratifying to see the jokers bragging about camel farts turned into red smears on the landscape. While the first two games in the series at least inspired love or hate, this new arrival is so "blah" that it can only elicit a lot of "What the hell happened here?" shrugs.Īll of the foppish voice samples don't exactly fit in with the crazed, bloody melee combat. So, welcome to Empire Earth III, a shot back at the critics that answers complaints by dumbing the whole game down to utter dreck. A lot of RTS gamers have been clamoring for a simplified Empire Earth over the past couple of years, finding the first two releases in the series to be a mess of units and eras as incomprehensible as a history textbook after it's been fished out of a blender. ![]()
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