When constructing them, you'll be able to assign specialist districts military, air force, science etc. Sim City it ain't, but it should add another dimension to the game's visuals. And goddamn it if this game doesn't look jaw-droppingly lovely. Our review of the original Rise Of Nations applauded Big Huge Games for the fact it had put gameplay before graphical willy waving. Well, now that the gameplay side of things has been sorted, the willies are coming out in force - and by golly, there's a lot of waving to be done.
Reynolds tells us of his desire to create what he describes as blistering white-hot graphics, the sort of earth-shattering, cataclysmic shit that goes down when powerful magic goes toe-to-toe with advanced technology. Cities are just one aspect of it; the units are even more impressive. Giacomo, for instance, strides about atop a giant two-legged walker, stomping enemies into the dust. He's backed up by the likes of airships, clockwork tanks and helicopters with corkscrew rotor blades.
Another nation Reynolds showed off is the Alim, a magic-based civilisation that takes its cue from Arabian Nights. So instead of tanks, robots and aircraft, an Alim general can call upon genies, sandstorms and giant scorpions. Two other nations will appear in the finished game one magical, one technological , but Big Huge Games is remaining tight-lipped with regards to names or details. The first major adversary you'll face in the game is the Doge, a power-hungry rival within the Vinci nation.
He uses similar troops and vehicles to those available to Giacomo, but has a couple of enormously nasty tricks up his sleeve, at least if the level we watched Reynolds play through is anything to go by.
First up was a gigantic mobile cannon that pelted our home city with huge shells from afar. Reynolds sent a fleet of bombers to destroy it, and the physics were demonstrated nicely as the massive barrel of the now defunct howitzer pitched over a cliff. Incidentally, all the troops in the game will ragdoll when blown up, and can be crushed by falling buildings.
The second surprise was a terrifying mechanical spider. This giant steel beast ploughed through Giacomo's Alim allies like a hot knife through butter, slaying dozens of units in seconds. A manic glint in his eye, Reynolds brings out the Alim big guns: a pair of soaring glass-winged dragons, which proceed to give the mecha-arachnid the sort of roasting that'd put a Premiership footballer to shame.
Job done. Demo over. Gameplay-wise, Rise Of Legends looks likely to pick up where its predecessor left off: the aim is essentially to conquer the world using a turn-based macrolevel mode played out on a gloriously detailed map backed up by the main real-time mode. Resource management will once more play a part - we've seen both gold and a substance called Timonium so far - but as you can see from the screenshots, the lie of the land in the latter mode is no longer flat; this will surely impact on the way you play the game.
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