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Rise & Fall: Civilizations At War Review
Jon Wilcox
17/06/2006

After a difficult conception, Midway's historical RTS finally arrives for PC...
Somewhat ironically, Rise & Fall was exactly what the original developers of Civilizations at War, Stainless Steel Studios, have done during the turbulent period it took to create what is the first of the new batch of RTS titles from some of the big publishers. But with the likes of Supreme Commander, Company of Heroes, Command & Conquer 3, and World in Conflict still some way into the future, it's up to Midway's historical RTS to lay the foundations for a potential golden era for the recently stagnant genre. Shortly after Stainless Steel Studios demise, the completion of Rise & Fall fell to Midway's San Diego, itself reported to have closed back in December 2005.
Featuring four of the greatest empires in history, Egyptian, Roman, Greek, and Persian, Rise & Fall sees two clear campaigns, together with skirmish and online multiplayer modes for players to get their teeth into.
Focusing on two of the world's greatest leaders of the ancient world, Alexander the Great and Cleopatra, the campaigns offer a linear experience following the struggles of both characters as they fight back against the forces of Persia and Rome respectively. Right from the start, let's make one thing clear: Rise & Fall is perhaps the most action heavy RTS out there, a point that Midway no doubt believes will expand the appeal of the game beyond the regular armchair generals and strategy lovers. Big battles, a variety in unit types, and naval warfare, come together to provide gamers with an epic experience that Ridley "Gladiator" Scott could be proud of. But, with this being the third paragraph, we're perhaps getting a bit ahead of ourselves...
Reducing resource management to a minimum, Rise & Fall features just two, Gold and Wood breaking away from the four or five resources of other RTS titles, which bog-down the gameplay into an obsession about how much Ore or Food there is. Adding focus to the actual gameplay of empire building and army annihilation, the dual-resource opens up the experience, with player allowed to concentrate on creating large armies to breakdown the opponents faced during the campaigns. Rise & Fall actually includes a third resource, Glory, which is developed by building certain structures and objectives, and can upgrade units including the Hero. In essence Rise & Fall quite literally falls into camp of 'tank-rushing', with the largest armies generally winning the battle. Whilst some die-hard RTS gamers will perhaps frown at such gameplay, the truth is that the action is all the more impressive with battles between large battles, again adding as an incentive to traditionally non-RTS fans.
One of the key features to set Rise & Fall apart from other RTS titles is the inclusion of the Hero Command, bringing the almost logical blending of action and strategy together. Literally capable of turning the tide in the battles, the capability allows players to control the Hero character directly in the third person, like any number of action titles, routing swathes of enemies at a time. It's similar to so many hack 'n' slash titles such as Koei's Dynasty Warriors series, where there's little thought require, just run and slaughter. Whilst Hero characters aren't new in RTS titles, there's never been such control over them, bringing a strong sense of visceral immersion gameplay to a genre that has long remained stagnant. That said, the process of hitting an enemy with the sword is light and lacks a sense of impact, which some may see as a criticism whereas others could view it as a way in which it actually enhances the feeling of controlling a tide-turning hero.
Upgraded by collecting a certain amount of Glory, Heroes aren't the only elements in the game to benefit from the resource. Rise & Fall also includes a simple Technology Tree based on the format of 'Advisors', which enables Civilization advancements such as increased resource gathering or allowing the advancement of certain units. Like a lot of the actual RTS experience in the game, the role of advisors is far from being the most complex examples of their type in the genre, but what it does do is allow player to continue focusing on the battles.
Floating hubs that allow the development of units, even on the opposite side of the gameworld, Naval units play an important part of Rise & Fall. Besides allowing unit creation and transportation however, naval warfare plays an large role in the game. Obviously set at a time without cannons, units are forced to fire arrows at each other, ram opposing ships or even board enemy ships with grappling hooks. It certainly adds another dimension to the gameplay, and integrates well into the main RTS campaign, but there are occasions when naval warfare falls slightly short and you're left wishing for a little more.
Having done so well, Rise & Fall actually falters when set-piece scenarios within the campaign focus solely on the Hero Command. Cheapening what is a defining feature in the game, scenarios such as having to shoot 100 Persians with a bow and arrow may sound life a respite from the strategy, but just succeeds in trivialising the experience. Not only that, but thanks to its sheer haphazardness such scenarios are actually quite difficult to complete, creating a rare sense of frustration for players. Whether adding these missions were the focal point for the final confrontation between Midway and Stainless Steel, leading to the closure of Stainless, will probably never be known...just a shame that the scenarios managed to worm their way into what is in every other respect, a very good RTS.
What all these various gameplay features do is try to expand the user base of the RTS genre, especially when the golden age of RTS titles is cited by many gamers to be the days of Command & Conquer in the mid-1990s. All too many RTS games fail to develop the genre, especially those from one German publisher in particular (you know who you are), so it's more than refreshing to see a genuine attempt to do just that. Is something like the Hero Command likely to be picked up and used by other RTS developers? It would certainly be interesting to see how it would work in more modern settings where guns are used instead of swords (some kind of FPS/RTS hybrid).
Regardless of this Rise & Fall does seem to sit uncomfortably between two genres; it's difficult to see RTS purists taking to the more action orientated gameplay, equally the action may be a little light for those that enjoy their games to be slightly more up front.
An important aspect of any RTS title is the path finding of the units, and whilst they end up getting there in the end, the fact is that there are plenty of occasions when units take somewhat of a convoluted route. When getting to enemy units as fast as possible is a key element, such failings can impact on the gameplay. Also, horses can travel up and down stairs, so the fact that the cavalry can't do the same in Civilizations at War is restricting and quite frustrating, especially if they're the sole remnants of your army.
Adding to the epic nature of the gameplay is the music, which generally boils over into a Gladiator and Troy pot of orchestra. Somewhat bizarrely there are also times when the music is reminiscent of Pirates of the Caribbean, usually when heroic sequences take place. It really helps to build up the atmosphere, which would otherwise rely on the same set of lines of dialogue, usually the name of the unit just selected by the player.













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