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Emperor: Rise of the Middle Kingdom

DEVELOPER : Impressions
PUBLISHER : Sierra

 
System Requirements
Pent. II 266Mhz, 256 MB RAM, ATI Radeon or GeForce card
Recommended
Athlon 800MHz, 256+ meg RAM, 32 MB  ATI Radeon or GeForce video card

Ratings

Code Issues

Graphics: 8.0 – While Emperor’s graphics are the most detailed in the series, the engine is still showing a bit of age. Still, the colorful and vibrant artwork is endearing.

Sound: 9.0 – I’m always impressed by the authenticity and quality of the soundtracks. Like the other games, citizens roaming your town will make you chuckle with their little quips.

Interface: 9.0 – The game is simply to play. Newcomers and veterans will be pleased.

Play Issues

Solo Play: 8.0 – The gameplay is excellent, but past strategies will work in this game. Those tired of the formula should try before they buy.

Replayability: 9.5 – If you like the game, there is an endless amount of gameplay – a huge campaign, multiplayer, free build mode, and editor.

Multiplay: 7.0 – A first for the city building series. This is not my preferred way to play these types of games, but the idea of cooperative city building is appealing. Hopefully, more players will show up online.

Learning Curve: 8.5 – The game’s campaign eases you into the more complex aspects. But the manual, tutorial, and excellent interface combined means you’re never truly stuck.

Other/Notes

Documentation: 9.0 – An excellent manual, an even more detailed online manual, and a full color building chart—very nice!

Pros: Tried and true gameplay, excellent replayability, and the appeal of Chinese culture.

Cons: Tried and true gameplay.

Overall: 8.4

Emperor: Rise of the Middle Kingdom is the latest entry in the long running City Building series from Impressions. I’ve reviewed a few of the predecessors already, and my high opinion of them remains for this newest foray into ancient history. This is, quite simply, the best there is in the genre. Admittedly, there are not that many competitors (no, Trailer Park Tycoon does not count) but that does nothing to change the fact that Emperor is an educational, engaging title. However, can there ever be too much of a good thing? That really is the fundamental question, because while Emperor has a few significant additions, there is no reinventing the wheel here. If you’ve played any of the previous titles in the series, you know exactly what to expect.

Emperor follows the same design as its predecessors, only this time in Ancient China. You are tasked with building the ultimate ancient metropolis by doing everything from providing housing and setting up trade routes to providing entertainment and keeping your citizens’ bellies full. Your cities grow and develop by attracting new settlers with job opportunities. Once you have them in the city, you get them to stay by keeping their needs met and beautifying their surroundings. Conversely, they will leave if you fail to keep them working or other factors such as crime drive them out. The entire endeavor is one big balancing act, as limited funds or a drastic design change in your city can set off a chain reaction and have your citizens fleeing.

Another goal is to increase the quality of your housing from common to elite. For this task you will have to provide the residents with goods in the market square. The most basic of these is food. You must make sure you have enough of it and that there is variety. Providing your citizens with rice alone will not get the lower echelons moving on up. A varied diet of rice, fish, and bean curd will—yummy. Your citizens will also desire certain amenities such as silk and lacquerware. The real challenge is in setting up these industries to provide your city with a steady flow of goods. For instance, if you want to provide your markets with silk, you will need to plant mulberry trees, from which silk worms will be brought to a silkworm shed. The raw silk is then brought to a weaver, who provides the finished product to your warehouse. As fans of the series know, roadblocks are a great way to make sure your workers are not wandering where they are not needed. Emperor makes this even easier with the inclusion of residential walls. You can surround your residential areas with these in order to keep the appropriate workers in or out. You simply customize who can or cannot enter by clicking on the gates that will appear when the wall extends over a road.

Of course, for all of this building you will need money. This is derived principally from taxes, so obviously a higher population will be more profitable and thus lead to greater expansion. High taxes will have a negative effect on your overall popularity, but this can be offset through many different venues such as entertainment or religion. Herbalists and acupuncturists keep the city hygiene up, while watchtowers provide security from bandits and other vagrants.

Taxes are not the only source of income. Money can also be gained through trade with other cities. In many missions, you will have access to both your city map and a larger map of surrounding China. Other cities will be available in order to set up trade routes, through which particularly desirable items such as spices and jade can be bartered. Your citizens will eventually desire goods you may not be able to produce, so keeping trade relations open is extremely important in some missions. When diplomacy goes sour, and it will, you will sometimes find yourself at war, and for that, steel can be made into weapons for your army. The last campaign, which has you defending against the Mongolian hordes, is particularly rife with conflict.

If you’ve played any of the other City Building games, however, you already know the above. Since the majority of the game’s mechanics are identical, any strategies you’ve developed are likely to work. The attraction of Emperor is of course in the source material, and Impressions has done a fine job incorporating it into the game, both visually and functionally. The campaign takes place over more than 3,000 years of Chinese history, covering every important aspect from its unification to the Mongol invasions. The monuments—buildings which require an enormous amount of materials and time to construct—include the Great Wall itself. Religion is handled as in Zeus, but instead of building temples to various gods, you must establish shrines to the Ancestral, Daoist, Buddhist, and Confucian spiritual beliefs. Each confers unique bonuses to your city, and with the proper amount of homage, Chinese historical and mythological Heroes will roam your city and bless it—or they can call upon natural disasters if they feel they are neglected. Believe me—you do not want to be on the receiving end of a Confucian earthquake.

Another particularly neat aspect of Chinese culture that is represented is the Zodiac calendar. Each year is represented by one of twelve different animals. At the start of each game you choose which Zodiac animal you’d like to be represented by. Each animal gives special benefits to the city if you hold a New Year’s festival during that year—complete with a dragon-led parade.

The concept of Feng Shui is also included. This is the belief that there is energy in the landscape, and if you are in harmony with it, only good things can happen, and vice versa. Some followers of Feng Shui incorporate it into every aspect of their lives. I’ve already managed to arrange my computer desk so that I’m in harmony with financial success—I’m still waiting. Nevertheless, when playing Emperor you must try and build the right structures on the right landscape. The game helps you out by showing you a colored “footprint” on the map before you place a structure. Green means that they are in perfect harmony, while yellow means that residents in these buildings will be less happy and shrines will have less of an effect.

Thankfully, players will be in perfect harmony with the game’s interface, which is very streamlined. All pertinent information is rarely more than two clicks away. Your city’s eleven ministries, covering entertainment, defense, religion etc. each has their own screen to keep you up-to-date. By far the most useful interface feature in this series have always been the overlays, which allow you to quickly assess everything from religion and medical coverage to happiness and water access.

Besides a very lengthy campaign, the game also comes with a free build mode. You can choose from a variety of historical locations to build your city, or have a map randomly generated. New to the series is a multiplayer mode. You simply log on to the game’s internet lobby and can host or join a game. During multiplayer games, each player build cities as in the single player mode, but can be cooperative to achieve mission goals, or compete to see who can achieve them the fastest. Getting a game up and running is a very easy process, providing there are players. As with every nice game, the lobbies are not exactly flooding with people. When you do get a game set up, it is surprisingly different way to play. It is certainly a welcome inclusion.

Visually, Emperor is decent. While the Chinese architecture and landscaping is beautifully represented—replete with rock gardens, cherry blossoms, and Chinese sculptures—this is the same 2D engine we’ve seen on numerous occasions, and it is showing its age. In terms or sound, Impressions has never been guilty of not making the source material come alive, and Emperor is no exception. I raved about Zeus’ soothing music, and Emperor’s Chinese melodies are equally absorbing. As always, clicking on your city’s civilians will garner humorous and informative quips, lending to the strong atmosphere.

Emperor is for two different types of people—newcomers who want a challenging city building game, and fans of the series who can’t get enough. Those who have grown tired of the formula may want to try the demo to see if the appeal of ancient Chinese history and culture brings you back for more. Nevertheless, it is my prediction that this will be the last in the series to use this engine. I can just imagine what can be done with a powerful 3D engine in the hands of Impressions’ talented designers—day and night cycles, more tactical battles etc. No matter what cosmetic changes are made, however, Impressions love of culture is sure to remain intact.

If you like to comment on this review, please post a message at the forum.
Reviewed by Anthony Micari.


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