Empires Apart Game Overview

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As popular as the Age of Empires games are, and as popular as they continue to be, it sometimes surprised me that we haven’t seen more games that were significantly inspired by them. We have seen continuous homage to the iconic RTS Total Annihilation in Supreme Commander and Planetary Annihilation and Zero-K; Petroglyph has gained a lot from its relationship with the classic Command and Conquer franchise as a selling point for Grey Goo, 8 Bit Armies and Forged Battalion, and of course Blizzard’s Warcraft and StarCraft formulas have been considered the basis for RTS over the years.has been measured.

But for Age of Empires, I have the impression that we have seen relatively little fallout and little support for this type of game in terms of new thinking… until recently. Age of Empires IV is on the horizon, and we’re getting remasters of virtually every other Age title, with the exception of the unfortunate Age Online, which I think is getting a Fan remake itself.

But years before the deluge of releases and announcements regarding the Pseudo-resurrection of “core” Age of Empires, the Italian independent Studio DESTINYBit was quietly working on its opening title, Empires Apart. No polishing of the revolutionary historical RTS of 1997, but… a homage. A unique attitude.

We will explore the graphic style, the Gameplay (including its similarities and differences with the source material) and the overall content of the game. let’s go.

A quick note on this article: I am more familiar with Age of Empires, Age of Empires 2 and Age of Empires Online. This article was written from this perspective and may not take into account the mechanical systems in Age of Empires 3 or Age of Mythology. I wanted to be frank about this in matter it affects your perception of my Analysis of this game.

Basic Gameplay

Much of the base game is strongly recognizable for someone who has already played an Age of Empires style game. The houses support 5 inhabitants, there are rejected buildings that you want to build as close as possible to the resource deposits, you collect food (in the form of sheep, wild boars, deer, fish, farms and berries, all recognizable from the era of the game empires), gold, wood and stone. Stone is mainly a “defensive” Resource, little used in high-tech structures. And The Workers. You need to produce as many workers. Tons of them. Tons of wood chippers, farmers and gold diggers. So many tasty little targets for cavalry crossings.

They roughly classified the technology into “ages” – although there are significant differences in the empires, with the exception of their source material, which we will touch on in a moment. The units are divided into traditional melee infantry, Anti-cavalry spearmen, Anti-ranged skirmisher units, cavalry, cavalry archers, siege weapons … Most of this is pretty much what you would see in Age of Empires 1 or 2. Although most of the units have some kind of twist inspired by more modern game design philosophies.

For example, many Byzantine units apply a Disrupt Debuff to enemies when they charge, which allows their cavalry to inflict additional damage. Aztec units gain experience in the charge and improve for each enemy they finish. Mongolian units gain bloodthirstiness by actioning. The Chinese have a sniper. The Aztecs and Arabs have invisible Assassin units (assassins do not hide when they charge and become vulnerable. The Aztec Assassin can no longer hide before dark the next night). And of course there are priests.

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