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Age Of Empires 3: Warchiefs (PC) Review

Age Of Empires 3: Warchiefs (PC) Review

Age Of Empires 3: Warchiefs (PC) Review

This raga is in my opinion one of the best games for PC, who likes strategy games will love of the game.

In line with trade policies that outline the offer of such Add-On, the Microsoft product without substantially altering the basic structure of best-known strategy, however, enriching a few interesting option, especially aimed at finishing the online multiplayer mode. The addition of three populations and other new features designed to make it appear fuller and deeper gaming experience on the Net: certainly not the two additional chapters of the single player campaign are the spearhead of WarChiefs, the expansion and is rather poorly suited to those looking for a simple extension of the Main Quest and a significant increase in these units. Rather, it is possible to use with sides whose tactics cover a wider range of types of approach: nuances are relevant to the mobility of the units, the effectiveness of some departments, and generally offer a more playful adapts methods of warfare by embracing the possibility of adopting hybrid strategy between those of eight people in the "set" the base. The variety offered by these additions do not appear, however, sufficient to fully justify the purchase of the product (given the price, slightly higher than the standard upgrades of this kind).

But first things first.

WarChiefs allows the user to take control of three indigenous populations (eight in the Age of Empires 3 were all European), effectively expanding the possibilities that only hinted at in the main chapter, to take advantage of the strength of Native Americans. The idea is certainly valid, and the wild world that has an undeniable charm WarChiefs painting: the thought of being able to control the Iroquois, Sioux and Aztecs (the latter only in multiplayer games), any fan of the game will undoubtedly revived its interest.

On balance, however, the brilliant thought to put at center stage of the indigenous peoples of north-central is only partially exploited. Because while the visual characterization of the structures and units, and some characteristics of the characters 'special' (The WarChiefs of the title, the "warlords") are pleasant and well-kept, the other three new populations do not differ in an effective way to those already known.

The main characteristics of three new ethnic groups are well understood, also underlined the good manual in which the product is related: when the Iroquois, by their proximity to European cultures, count among their ranks dynamics units, multifunctional and able to use property with sufficient flow of firearms "invaders", Sioux and Aztecs are faithful to a tradition that prefers the war weapon. The former can count on excellent cavalry, which can make travel very fast, but the latter have access to a heavy infantry almost unbeatable in melee combat: stubby men of the highlands are able to win against better armed units apparently .

E 'must be stressed that, despite these characteristics should be taken into account when setting the guidelines for a game played with new people, they actually represent only a "leitmotif" strategic except for some units and special building which will be discussed soon, the range of buildings and units available for the three new inputs does not differ much from what aficionados now know by heart. Eventually the player will have to deal with development strategies and have already seen, with the result that focus on different departments, or simply to vary the glance and the design of their towns.

Among the three people mentioned above, you'll see even in the brief description of each best-managed and most innovative is undoubtedly that of the Sioux also considered the different resource management "population" (nomadic Indians do not need houses), and the presence of units best suited to the development of strategies subtle, patient and exploiting the environmental facilities, the Sioux camp are undoubtedly the most diverse and interesting.

The others are a bit against 'trivial: not enough to save them, the presence of the Fire Pit and WarChiefs. The first is a new building needed to activate the dance around the fire, a slow process in which units are performing a ritual that allows you to get various bonuses (strengthening of certain departments, creation of new units, increased overall productivity): A tool decisive for the outcome of the battle, but rather "passive". The WarChiefs special units are able to engage and support the soldiers (all units are close to "warlords" earn the bonus), and to strengthen with the passage of time. Their presence could be exploited better (could dimostrasi fundamental like the heroes in Warcraft 3): the current state of the facts are nothing if not characters that can be used to good effect during both phases of exploration (The WarChiefs can collect treasures) that during those attacks.

Least significant of the two sides, the most appealing is certainly that of the Aztecs: the visual design of their structures is very pleasant, and immersed in the right environment is very evocative.

Technically:

The fund's technical title is obviously in line with the basic chapter. The minimum requirements are the same as the final visual result: spectacular, even at very high levels despite the past one year from the date of exit. Using the latest generation of special effects and the level of detail are above average for such productions, which have seen members of particular importance in the time that separates War Chiefs Age of Empires 3. The real trial, rather than on technique, can be expressed on the design of structures, but we have already discussed the effectiveness of the setting and the excellent work of visual diversity, usually the result of the immense pre-production effort, devoted to the creation of concept Article evocative and artistically impeccabili.Installando WarChiefs (you must obviously have Age of Empires 3), the player will have access to a new online mode (Monopoly, based on control of trade routes) and to increase an interesting strategic concerns European peoples. Rather than introducing a new building (the Saloon, ahead of the curve, allows the recruitment of mercenaries), you must report the ability to activate the Revolution. In practice this is an option to convert all of its citizens in militants storm (it's a definitive choice: even the common people created after the Revolution will be armed), and receive a massive contingent of troops to be part of their motherland. In this way the player "revolutionary" will have a great strike force, but will never be able to accumulate resources (or to the farmers or through the aid coming from overseas). This possibility obviously increases the strategic significance of matches: the weight of a choice of this scale is used to create a subtle tension that accompanies even the most experienced users. Obviously, this consideration makes sense if contextualized in Multiplayer games, play with human opponents: in games against the CPU for the user is rather easy to see the progress of the fighting and strategies of the enemy, and the Revolution is just one option way to end the scene more quickly, rather than an opportunity to displace the challenger and beat him on time (taking a considerable risk).

Not only this but also how the new monopoly (and the chance to play with the Aztecs are in multiplayer matches), make a game WarChiefs not suitable for all users, who may be disappointed if they are looking for some change deeper than would revive a game system a year old.

The presence of two additional chapters not in fact need to fully justify the expense, because of some defaillance fiction and general feeling of "reuse" of the proposed goals and situations. Of course, some missions seem very inspired, but nothing particularly exciting.

Age Of Empires 3: Warchiefs (PC)

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