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AGE OF EM<br />
The definitive RTS gets redefined. We tell you how<br />
PUBLISHER: Microsoft Game<br />
Studios DEVELOPER: Ensemble<br />
Studios GENRE: RTS RELEASE<br />
DATE: Winter 2005<br />
WORLD-EXCLUSIVE SCREEnS and details<br />
>THERE’S A GOOD CHANCE YOU’RE CURIOUS ABOUT AGE OF EMPIRES III.<br />
To date, nearly 16 million copies of the historically based real-time strategy<br />
franchise have been sold to gamers everywhere. And while some dedicated<br />
gamers are still happily gathering resources, establishing trade routes, and<br />
skirmishing among the stone-age tribes and conquerors of the first two AOEs, many<br />
more are ready to travel to the New World, meet new people…and destroy them.<br />
Age of Empires III doesn’t alter what’s been working well for years (see Old World sidebar<br />
below), but it does introduce some significant new features that affect gameplay (for an<br />
overview, see the New World sidebar below). During our exclusive playtest and interview with<br />
lead programmer Dave Pottinger, producer David Rippy, lead designer Greg Street, and senior<br />
designer Bruce Shelley, we learned exactly how those features work—and how they’re redefining<br />
this definitive RTS. /Jeff Green<br />
44 > COMPUTER GAMING WORLD<br />
The definitive RTS gets redefined. We tell you how.<br />
OLD WORLD<br />
�SAME<br />
GOAL AS THE REST OF THE FRANCHISE:<br />
Explore the map, gather resources, build a civilization,<br />
and destroy everyone else.<br />
�SAME<br />
ORGANIZATION: There’s a single-player<br />
campaign, a single-player skirmish mode, and multiplayer.<br />
�STORY<br />
LINE: It directly follows AOE2’s, beginning in<br />
the 1500s; focuses on the European “discovery” and<br />
colonization of the New World; and ends just before<br />
the start of the Civil War.<br />
�EIGHT<br />
PLAYABLE CIVILIZATIONS: Spanish,<br />
British, French, Portuguese, Dutch, German, Russian,<br />
and Ottoman. (See page 51 for more on the civilizations.)<br />
�FIVE<br />
AGES (YES, FIVE): discovery, colonial,<br />
fortress, industrial, and imperial. Why five instead of<br />
the usual four? To break late-game stalemates.