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July 25, 2010
Empire Earth 3

Empire Earth 3

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Be careful what you wish for. A lot of RTS gamers have been clamoring for a simplified Empire Earth over the past couple of years, finding the first two releases in the series to be a mess of units and eras as incomprehensible as a history textbook after it’s been fished out of a blender. So, welcome to Empire Earth III, a shot back at the critics that answers complaints by dumbing the whole game down to utter dreck. While the first two games in the series at least inspired love or hate, this new arrival is so “blah” that it can only elicit a lot of “What the hell happened here?” shrugs.
This concept gets across an imperial theme quite nicely, but it also simplifies things too much. Basically, the standard dozen or so civs typically tricked out with all sorts of varied units and specialties have been swapped out for what amounts to a measly three of them that play a lot like one another anyhow. West and East are structured similarly, with builders constructing traditional Western city centers and Eastern ministries, warehouses, barracks, stables, and so forth. Only the Middle East stands out somewhat, and this is mostly just for portable buildings that can be unpacked without the assistance or any sort of worker unit. You need to get into the future era to notice anything interesting with these sides, as that’s when you start seeing ideas like the Middle East’s cloaked factory and camouflaged revolutionary guard, and the East’s bioengineered units like the supersoldier and hulking mutant. Despite these variances, the styles of play are nearly identical no matter what part of the globe your empire calls home. You need to make accommodations for the blatant specialties noted in the paragraph above (which basically means you need to build cavalry with the Middle Easterners, research a lot of tech with the Westerners, and crank out the infantry with the Easterners), but aside from that this is all about the same old base building, resource gathering, and army rushing.

Much of the new world-domination mode of play feels equally tired. Mad Doc has swiped a page from the Big Huge Studios playbook that the developer used to make Rise of Nations, dropping the typical scripted campaign for a freeform option where you try to conquer the globe. It plays as a cross-genre experiment, with you making moves on a global map in turns and then seeing how they play out in real-time skirmish maps. The only problem is that it’s all incredibly bland. Provinces are designated as imperial, economic, military, or research sites based on the amount of each turn-based resource that the region produces (you actually make this formal designation, but there generally isn’t much choice since you’re given set numbers for each category), but there is nothing to characterize these areas. You don’t get to hear that, say, Southern Europe is a great conquest because of its fertile farms and philosophical Greeks; you just see that the province gets good numbers across the board. The only plus is being able to custom-outfit your civilization with various imperial, economy, and commerce world techs like roads and infrastructure, supply lines, and superior intel. You get to directly play most of these techs on provinces, too, which gives you a feeling of actually developing an empire.
Still, most of your time is spent in repetitive conquests of provinces occupied by minor tribes drawn from all of history. These battles cannot be auto-resolved as can scraps with the other empires in the game, so you spend an incredible amount of time building the same base and army to slaughter the same packs of heathens over and over again. Objectives are a bit varied in that you often hook up with tribal allies or need to win over a new friend by doing him or her a favor, but they pretty much always come down to you needing to build a big army to wipe somebody out.

MINIMUM SYSTEM REQUIREMENTS

- 1.7 GHz Intel(R) Pentium(R) 4, AMD(R) Athlon(TM) XP processor or equivalent
- NVIDIA(R) GeForce(TM) 6000 series graphics card or equivalent DirectX(R) 9.0c-compliant 128 MB 3D video card supporting hardware T&L and Shader Model 2.0 or higher
- 512 MB RAM
- 4.5 GB of uncompressed hard disk space for game files
- Microsoft(R) Windows(R) 32-BIT XP or Vista operating system
- DirectX(R) 9.0c (included)
- DirectX(R)-compatible sound card and speakers or headphones
- DVD drive
- Microsoft(R) compatible mouse and keyboard
- Internet Connection: Cable/DSL or faster for online play

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2 Comentarii pentru “Empire Earth 3”

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