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Características del producto

Es multijugador:

Es en línea: No

Características principales

Marca
Microsoft
Modelo
0050808

Especificaciones

Es multijugador
Es online
No
Con soporte de chat de voz
Requiere periférico

Características generales

Colección
Age of Empires
Saga
Mario Kart
Título del videojuego
Mario Kart Live: Home Circuit
Edición
Luigi Set Edition
Géneros
Carreras
Clasificación de juego
E

Descripción

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NOMBRE EN ESPAÑOL: Age of Empires - PC.

NOMBRE EN INGLES: Age of Empires - PC

***** How will you rule the world? Conquer enemy civilizations? Discover the world's secrets? Accumulate wealth? As the guiding spirit of a Stone Age tribe, follow one of these paths to build the greatest civilization on earth. Age of Empires is a real-time strategy game, spanning ten thousand years, in which players are the guiding spirits in the evolution of a small Ice Age tribe. Starting with minimal resources, players are challenged to build their tribes into great civilizations and choose from one of several ways to win the game, including world domination by conquering enemy civilizations, exploration of the "known" world, and economic victory through the accumulation of wealth. Review When you first play Age of Empires, a warm feeling develops in your gut. Warcraft meets Civilization! Real-time empire-building! And does it ever look sharp and feel right. But an uneasy feeling builds as you get deeper into it, a sense that all is not quite right. This is not quite the game you hoped for. Even worse, it has some definite problems. The pitfall when you review a game as anticipated and debated as this one is to make sure you criticize it for what it is, not for what you wish it was. I wish that Age of Empires was what it claimed to be - Civilization with a Warcraft twist. Instead, it is Warcraft with a hint of Civilization. That's all well and good, but it places it firmly in the action-oriented real-time combat camp, rather than in the high-minded empire-building of Civilization. The result is Warcraft in togas, with slightly more depth but a familiar feel. Age of Empires places you on a map in an unexplored world, provides a few starting units, and lets you begin building an empire. Each game unfolds the same way. You begin with a town center and some villagers. The villagers are the basic laborers, and the town center enables you to build more of them and expand your settlement. The villagers are central to AOE: they gather resources, build structures, and repair units and buildings. Resources come in four forms: wood, food, stone, and gold. A certain amount of each is consumed to build various units and buildings, research new technology, and advance a civ to the next age. There is no complex resource management or intricate economic model at work here. What you have is the same old real-time resource-gathering in period garb, with four resources instead of one or two. As your civ advances, you develop greater needs for these resources, but the way in which they are gathered and used becomes only marginally more complex (certain research can cause faster harvesting or more production). It appears on the surface to be a complex evocation of the way early civs gathered and used materials, but beneath the hood is the same old "mine tiberium, buy more stuff than the other guys" model. It is the first hint that AOE is a simple combat game rather than a glorious empire-builder. There's no denying the thrill the first time a villager chucks a spear at an antelope and spends several minutes hacking meat from its flank with a stone tool. This is the level of detail that brings an empire-building game to life. If only those villagers would grow and develop over the course of the game, it would make it so much more interesting. If only they would trade in their loincloths for some britches and maybe some orange camouflage, and switch from spears to arrows and rifles. Yes, that's another game, but it could easily have been done in AOE, and why it wasn't is a mystery. The problem is that while enemy AI is savvy and aggressive (it can afford to be since it appears to cheat with resources), your units are bone-stupid. Path-finding is appallingly botched, with units easily getting lost or stuck. There is a waypoint system, but that hardly makes up for the fact that your units have trouble moving from point A to point B if you don't utilize it. Military units will stand idly by while someone a millimeter away is hacked to pieces.


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