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The interface of Emperor should be instantly
recognizable by any veteran of Westwood's RTS iterations. Without so
much as picking up a manual I simply delved straight into combat with
ease. Moving around the camera view via rotation and zooming is fairly
simple, although admittedly limited in versatility. Usefulness, however,
is much more important and for this purpose the camera operates just
fine. The construction menus are transparent in order to enhance the
view of the battlefield, and of course a minimap rests on top of the
menu. While there are waypoints and queue options along with an easily
accessible command interface, I cannot say that there is anything
revolutionary about the setup. From Total Annihilation to Dark
Reign 2, there have been ways to group units by their chassis type,
detailed modes for battle behavior, and options for tracking certain
units. None of this exists in Emperor. While these are not huge
drawbacks, it is reasonable to expect these kinds of basic options after
having been around in popular titles for several years now. On another
note, I disliked the so-called tactical interface that is presented
before one actually engages in combat. Here you are presented with a
kind of 2D map, showing the three sides' attacking or defending
positions, and you also have to defend or attack enemy areas. But there
is nothing dynamic about this, as no matter how many times this screen
is displayed some battles are always there, with the same
justifications, and you don't even know if and when any of your
opponents have lost any territory. A lot more could have been done with
this but it wasn't exactly a key feature of the game, so at worst it's a
lost opportunity.
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The most critical aspect of any review is the gameplay
section and this one is no exception. Emperor's gameplay is
absolutely impeccable. The holistic effect of excellent audial and
visual feedback certainly adds to the experience, but for now let's
stick to the mechanics themselves. As soon as you enter the battlefield,
you are given certain commands from HQ-- usually, it's find the enemy
and blow it up (do we need a Headquarters to tell us that?). Once you
establish a construction yard and some power, it's time to pound out a
refinery. The resource management in this game is somewhat different for
earlier Westwood titles, as your harvester is pretty much a
self-operating unit, whisked to and fro the battlefield by a Carryall
air unit. Both units can still be attacked, but there is no need to
actually follow around the harvester and give it commands every two
minutes. With basic essentials established, it's time to start building
units.
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