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Monday, November 15, 2010

Age of Empires 2: Age of Kings

Product Details
Age of Empires 2: Age of Kings

Age of Empires 2: Age of Kings
From Microsoft

Price: $43.98

Availability: Usually ships in 4-5 business days
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Product Description

Age of Empires II: Age of Kings puts you in control of a powerful ancient civilization and challenges you to become the dominant power! Use the Map Editor to design your own campaigns See if you can conquer a worthy opponent online!

Product Details

  • Amazon Sales Rank: #4551 in Video Games
  • Brand: Microsoft
  • Model: 559-00105
  • Released on: 2002-03-07
  • ESRB Rating: Teen
  • Platforms: Windows NT, Windows 98, Windows 2000, Windows Me, Windows 95
  • Number of items: 1
  • Dimensions: 1.25" h x 5.25" w x 7.50" l, .55 pounds

Features

  • You will take an ancient people through a 1000 year span, and develop trade, armies and technology to lead them to greatness
  • Amass and equip an army like none ever seen, and use strategy to have them conquer enemies
  • Construct means of commerce and diplomacy, while discreetly employing intrigue and regicide
  • Command one of 13 civilizations - including the Franks, Japanese, Byzantines, Vikings, Mongols, and Celts
  • Battle alongside heroes of the day - Joan of Arc, William Wallace, Genghis Khan, Saladin, or Barbarossa

Editorial Reviews

Amazon.com Review When it comes to vast, kingdom-spanning ambition, you can't do better than Microsoft's Age of Empires II: The Age of Kings. Microsoft went all out to create this real-time strategy game, and it fairly hums with gorgeous graphics, sophisticated AI, and challenging scenarios for the novice and experienced player alike. The point of the game is to shepherd your fledgling civilization to world domination, using war, trade, and exploration. You start with the bare minimum to get going, and you've got to balance your people's needs with your desire to be a little Napoleon. The Age of Kings gives you a ton of new units and technologies to enrich your strategic options. Each scenario is placed accurately within history, but you're also free to create your own. The multiplayer format is robust, allowing up to nine players to share a world. When battles commence, you can take control of every aspect of your workers and soldiers, sending them running for shelter in the town center, ordering them to defend a watchtower, or setting their combat stance to "aggressive" for free-for-all sword smashing fun. When you're not fighting, find your idle peasants with a mouse click and send them back to work chopping trees, rounding up sheep, fishing, or mining gold and stone. As you acquire more resources, you can improve your soldier's gear and skills, start to trade more efficiently, and make life better for everyone in your empire. You can choose from 13 groups to manage, from the Japanese to the Teutons and Franks. Each group has unique units and special characteristics, making this a game that changes every time you play it. If all this sounds complicated, it is. New players may be intimidated by the range of choices, but the teaching scenarios are very helpful in conquering the controls. Age of Empires II is a sophisticated, gorgeous successor to the wildly popular original. It's a real feather in Microsoft's cap--a world-building game that will hold you captive. --Therese Littleton Amazon.com Product Description Age of Empires 2 spans 1,000 years, from the fall of Rome through the Middle Ages. Players control the destiny of 1 of 13 civilizations. The game keeps the epic scope of Age of Empires' gameplay while evolving the combat and economic features. Developed by Ensemble Studios, Age of Empires 2 features the expertise of Bruce Shelley, codesigner of Age of Empires and the hit strategy game Civilization. GameSpot Review It would be incorrect, but not entirely unreasonable, to claim that Age of Empires II: The Age of Kings and its isometric 2D playing field seem just like every other first-generation real-time strategy game ever made. Take away the historical context depicting a millennium of military progress since the Dark Ages, and you'd have a game in which you'd stockpile resources, grow your population, and augment your technology, all to amass an army with which to defeat your enemies as quickly as possible. But even as this model has remained historically relevant for as long as history has been documented, so too is it not liable to stop being the premise for computer games anytime soon. And if Age of Kings is any indication of how such real-time strategy games will continue to improve, then we couldn't be more fortunate. Although Age of Kings runs at higher resolutions and looks cleaner and sharper than many of its similar predecessors, you'll find that there's nothing foreign about its appearance. Villagers, buildings, trees, the black fog of war, and everything else on the map will be immediately recognizable if you've played a real-time strategy game before. But even if you've played them all, you'll note several differences in Age of Kings' presentation that make it stand out against comparable games. For instance, all the buildings and units in Age of Kings are shown more or less to scale - town halls and castles nearly fill the screen and loom high above your people. There are four different styles of architecture in the game - Eastern, Middle Eastern, and Eastern and Western European - and although they appear identical in the Dark Ages, by the Imperial Age all four look entirely different and authentically beautiful. Unlike the architecture, your villagers and military units look the same no matter what civilization you choose. Fortunately, almost every one of them looks good, and there are plenty to choose from, such as swordsmen and archers on up to mounted knights and terrific war machines. Age of Kings can look a little bland and washed out before you fill the screen with buildings and military units, but this same sparseness makes its interface clean and effective. The clearly depicted controls at the bottom of the screen and the familiar mouse functionality make this game very easy to pick up and play. Best of all are the descriptive floating help messages that thoroughly describe every unit and technology available, which you can toggle off once you begin to remember them. Your units move quickly and easily from point to point, and selecting a mixed group will automatically assign them to a logical formation, with tougher units in front and more vulnerable units in pursuit. Grouped units will also travel at the rate of the slowest member of the brigade, a feature that ultimately lets you coordinate attacks far more effectively than in most any other real-time strategy game. And as your soldiers fight and win, they quickly seek out the closest and most appropriate target, thus eliminating any tedious micromanagement and affording you the time to oversee something more complicated and tactically viable than a head-on assault. With floating help turned on and all your little units running around at once, Age of Kings can start to look a little cluttered. But it also looks its best at times like this, when the screen is so full of buildings and people you can begin to imagine how their historical equivalents once prospered. Even so, you'd think with only four styles of architecture and one generic set of units, the 13 civilizations in Age of Kings would seem identical. And while some of them seem similar, it's to the designers' great credit that most of the civilizations manage to feel very different from one another in spite of any visual likeness. For one thing, each civilization's units speak in their native language, and while they don't say too many different things, it's great to listen to them anyway. Each civilization also has its own unique unit that emphasizes or augments that civilization's strengths, and this also helps distinguish each one from the other 12. For instance, to emphasize the Byzantines' defensive power, their units for countering infantry, archers, and cavalry are cheaper to produce; and to suggest the Turks' scientific achievements, they can research gunpowder technologies at a lower cost than any other civilization. Such cultural distinctions are often subtle but become more noticeable later in the game, when the skillful player who takes greater advantage of his culture's offensive or defensive inclinations will soon find himself in the lead. Then again, to build up your civilization to its strongest potential is by no means a simple feat, despite whatever luxuries the game's elegant interface provides. The original Age of Empires was criticized for combining the pretensions of a complicated turn-based strategy game like Civilization with real-time gameplay mechanics that were borrowed from Warcraft II. But Age of Kings makes good on the original's promises by providing a huge, branching technology tree and a correspondingly profound depth of gameplay that rivals virtually all similarly themed turn-based games. You must constantly reevaluate your priorities when gathering the game's four resources, since those priorities change as new technologies become available; and you must constantly make key tactical decisions based on the order in which you research particular technologies. You need to keep moving forward without spreading yourself too thin, although you're afforded some breathing time to get started early on since you can garrison your villagers within your town hall to defend against a preemptive attack. And yet throughout the game, Age of Kings' pacing is so fast and so exciting as to rival Blizzard's real-time strategy hits. Consequently, under no circumstances should you be prepared to win a war in Age of Kings without a fast hand on the mouse. But similarly, you're not going to win unless you think. There are also several different ways to play the game. You can use the random map generator to quickly create a custom-tailored, finely crafted map for up to eight players, or build your own map from scratch. You'll find a consistent challenge in taking on one or several computer opponents set to the default difficulty or above, although you'll soon learn of the computer's propensity to use guerilla tactics and fall prey to particular tricks. You can start with a ton of resources and just have at it in the deathmatch mode; you can set out to kill the enemy king in a regicide match; and you can play one of Age of Kings' five historical campaigns. These campaigns focus on such legendary leaders as Joan of Arc, Frederick Barbarossa, and Genghis Khan in a series of linked missions interjected with voice-over narration describing these figures' tribulations and victories. All five of these, including the William Wallace tutorial campaign, are fairly short and only begin to approach the sense of style and cohesion pioneered by Blizzard's real-time strategy campaigns. No matter how you play it, chances are good that you'll enjoy Age of Kings if not for its careful historical detail then because its context never takes precedence over the game's playability. And if you've ever liked any other real-time strategy game in this classical style, then you'll clearly see why this one deserves so much credit, even in direct comparison to the finest examples in its category.--Greg Kasavin --Copyright ©1998 GameSpot Inc. All rights reserved. Reproduction in whole or in part in any form or medium without express written permission of GameSpot is prohibited.

Customer Reviews

Gaming excellency5 I had been a die-hard fan of AOE for about a year and a half before AOE2 hit the shelves. I didn't pick it up until about March but I loved this one twice as much as the first and here's why: (1) Unlike the first, AOE2 offers you the ability to garrison units which is great for an ambush. (2) AOE2 also offers players the ability to place units in formations such as the box, staggered, etc. (3) New scenarios which actually help players learn to craft and fine-tune their skills. (4) The ability to save a multi-player game. How many times have you been in an awesome two hour game when something comes up; no more. (5) Great new customizable scenario building tools that make it more fun then ever. (6) Castles, Unique Units, and all the other new buildings and techs. (7)Trading from the market- a simple way to trade for that 200 gold for the easy castle from the feudal age. (8) Recorded games- a great way to fine-tune your skills by learning from a master. (9)More Random Maps for total playability. (10) Right-Click farming, ah, that is what get's me on this game. Before you had to click a villager click the build, etc. No more! Just right-click the farm, saves you plenty of much-needed playing time. Age of Empires 2 outdoes its predecessor by far and becomes highly addictive and playable day after day after day. An improvement over the original, a credit to its genre.5 For those who feel that this game lacks a depth and is not a significant improvement over age I, I must emphatically disagree. The diversity of units, their strengths and most importantly their vulnerabilities, make strategic considerations very important. Even the weakest of units, the peasant, can become an effective defender when garrisioned in a building. Buildings are harder to knock down, and the ability to garrison missile troops and peasants within them make the importance of well planned and diversely equipped invasion forces critical. A force of infantry that is not supported by siege engines will eventually run out of steam when faced with fortified castles and garrisioned town centers. Cavalry raiders can be effectively crushed by cheaper pikemen and camels. Armies made excusively of expensive missile troops can be completely smashed by a single shot from a catapult, or by relatively cheap groups of skirmishers and light cavalry. The effectiveness of countering strategies makes a planned assault and defense critical to game success. Control of your military units is far more refined than the mob mentality that prevailed in age I. The addition of easy to use formations makes marching multiple unit types (cavalry and archers, for example) far simpler to manage. And the ability to set stances (defensive, aggressive, no attack) prevents your units from fervently pursuing villagers across the map, or attacking things that they cannot hope to destroy. Add features like patrol routes and guarding, and one can easily see that this game is not just a matter of building more units than the other guy (though that certainly helps!) The path finding is also VASTLY improved... As for the visual and auditory, the attention to detail is simply astounding. Individual villagers of each culture speak in the native language of their civilization. Architectural styles are beautifully rendered, and buildings appear to scale with the units around them. The landscapes are lush and atmospheric, as is the local plant and marine life. The game is simply gorgeous, a pleasure to look at and listen to. Only a few complaints. Managing farms and automating villager functions is still a hassle. Naval combat, while impressive to behold, is not much different from the disorganized mess it was in age I. The formation improvements used in land combat were not applied to ships for some inexplicable reason. And it sure would be nice to be able to automate the attack-and-retreat tactics that come so naturally to horse archers. Still, most of my gripes were minor. Overall, I am completely impressed with the game, and plan to play well into the next age... HINT!5 Amazing Game! Keeps me awake in class. To those complaining about being unable to keep up with the computer because it can fight while simultaneously building more troops and its economy--here is the solution. Use F3 to pause the game and then direct your troops/buildings/villagers to their tasks at your leisure. Then unpause the game and let them go to work. This takes away a lot of the anxiety and time frustration of trying to be 4 places at once. It also makes it possible to take notes occasionally.

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