- Platform: IBM PC Compatible
- Release Date: November 14, 2001
- Genre: Strategy
- Style: 3D Real-Time Strategy
- Similar Games: Age of Empires (IBM PC Compatible), World War III: Black Gold (IBM PC Compatible)
Game Description
Empire Earth is a strategy game of monumental proportion. Beginning with a timid band of hapless troglodytes, players must lead these people through 500,000 years of civilization and development. 14 historical epochs are the setting for research, construction, diplomacy, and warfare. Players must strengthen their nations by gaining territory, recruiting great leaders, forming (and breaking) alliances, and making use of new technologies. Empire Earth begins in an era before mankind's earliest memories and moves through history to a future which is still beyond our horizon, all in real-time.Empire Earth was initially conceived and developed by Rick Goodman, who was a lead designer of the critically acclaimed and popularly successful Age of Empires. Expanding on ideas introduced in that title, Empire Earth blends real-time strategy and unit development with strong elements of deep, encompassing, empire building. The game's timeline stretches from the prehistoric discovery of fire to a futuristic 23rd century full of advanced technologies. The game is easily playable right out of the box using pre-generated nations and units, or the player may customize nearly all relevant faction information and statistics to suit personal tastes and style of play.
~ T.J. Deci, All Game Guide
Roots & Influences
Empire Earth was designed by Rick Goodman, lead designer of Age of Empires.~ Michael L. House, All Game Guide
Review: Overall
As a rule, the history of humanity's time on Earth is usually summed up by the development of mankind's tools and weapons. Since games about armaments tend to fare better than games about hardware, it is little wonder that Empire Earth charts the 500,000+ history of man by advancements in military might. The title is ambitious in scope, rife with innovative ideas and, while not flawless, is a genuinely fun addition to the ever-growing lineup of RTS games.Empire Earth follows mankind through 14 epochs, from the Prehistoric Age to the futuristic Nano Age, each made distinctive by weapon and building designs. Four single player campaigns, individual scenarios, and multiplayer skirmishes portray some of the greatest struggles throughout history such as the Trojan War and World War I. Historic personages are also introduced, including notables like Alexander the Great, Napoleon Bonaparte, and even Manfred von Richthofen , otherwise known as the Red Baron.
Lead designer Rick Goodman mostly sticks to the same formula he used in his smash hit Age of Empires. It takes a strong home front economy and an even stronger military force to create the greatest empire of all time. The grand scale of the game is astonishing, and the progression from rock throwing to flame throwing is handled nicely. The reliance on basic materials remains a constant, but production means improve as well; peasants go from dragging items on the ground to using poles and finally incorporating wheelbarrows. Such a large breadth of time and evolution means that only the epic battles and greatest conflicts are featured, however.
Just as new ideas lead to improvements in weapons and technology, Empire Earth uses several new design ideas to improve on the state of RTS games. Civilization points earned after completing objectives can be used to buy specific improvements for buildings, peasants, or military units. Everything from swordsmen to cyberbots can be built faster, stronger, and cheaper, giving players unheard of customization opportunities for their society.
Additional building improvements can be researched and individual unit types will specialize for a modest cost of gold, wood, iron, or stone. Players cannot rely on one unit type, as it is still a highly developed game of rock-scissors-paper, or, in this case, spear vs. sword vs. arrow (and their later incarnations). Still, commanders can shape their strategies around key weapon types using these advancements, giving even more depth and variation to the solid design.
While Empire Earth may be an offshoot (if not spiritual successor) of Age of Empires, it doesn't have the meticulously clean and crisp graphics of that series. The polygons comprising the host of tanks, ships, planes, and people are somewhat blocky even at the best resolution and even worse when viewed close up. After a while, the flat-faced characters develop their own charm, but it is an acquired taste.
Movement animations are fairly good. Planes tumble from the sky convincingly and ships sink realistically. Ship battles look better than air and land battles, as the multi-tiered water makes for neat submarine and torpedo effects. The camera, unfortunately, fails to take full advantage of the polygon playing field. While it does a fine job of scrolling in for intimate cut-scenes, there is no swivel command, which would have been helpful in locating hidden units behind trees or buildings. Also, the polygon count adds up quickly in multiplayer games with high populations, resulting in major slowdown for lower end computers.
Continuity through the ages requires not only cohesive graphics, but sounds as well. Even though the clanging of swords is exchanged later for the clanking of tank treads, the sounds are uniformly superior to most other RTS games. The background music is also decent without being distracting, although after a few hours of play, the looping may start to grate on some players' nerves. The only real blemish is the voice acting. Often cheesy English lines are read with even worse foreign accents that fail to stay consistent, sometimes changing in mid-paragraph.
Despite minor quibbles with graphics and voicing, Empire Earth is a fun game for seasoned gamers. Expect stiff opposition early on, as the scenarios are very challenging and well designed. Those who polish off the campaigns and human opponents will enjoy the sophisticated editor used to make countless encounters including personalized cut-scenes.
Although not the prettiest game in the genre, Empire Earth's expansive timeline of conflict is unmatched. While it would have been nice to see more of the economic aspect of war, it is exciting to help a tribe of troglodytes fight through 500,000 years to become a nano-tech nation. Empire Earth is literally a game for the ages.
~ Christopher Allen, All Game Guide
Review: Enjoyment
While the game is mostly military in nature, the battles are exciting, more so if at sea. Customization reaches a new high with civilization points, tech research, and unit improvements.~ Christopher Allen, All Game Guide
Review: Graphics
Graphics are a tad blocky, but unit movement animations look decent, especially the death spirals of airplanes and ships sliding to a watery grave.~ Christopher Allen, All Game Guide
Review: Sound
Barring the questionable voice acting, the sounds are consistently accurate and reflective of the proper time period.~ Christopher Allen, All Game Guide
Review: Replay Value
Multiplayer fights and long campaigns will occupy gamers for quite a while. Those with a creative urge can recreate scenarios from history, complete with cut-scenes and event triggers.~ Christopher Allen, All Game Guide
Review: Documentation
The huge manual includes a wealth of information about not only the game, but also the history of the world and some notable names from the past. In game tutorials help newcomers learn the ropes.~ Christopher Allen, All Game Guide
Production Credits
Company 1: Stainless Steel Studios; Lead Programmer: Scott Marison; Programmer: Chad Dawson, Dan Higgins, Keith Patella, Bob Scott, Greg Seegert, Shawn Shoemaker, Brian Stephens, Michael Tatro, Charlie Cleveland, Dan Johnson; Lead Artist: Steve Ashley; Artist: Josh Buck, Jeff Carroll, Jason Childress, Eric Dannerhoj, Cory Strader, Ben Smith; Game Design: Rick "Mr. Grinch" Goodman, Jon "Blood Donor" Alenson; Lead Multiplayer Game Design: Richard "Methos" Bishop; Multiplayer Game Design: Mike "Younggunz" Enchino, Damon "Stratus" Gauthier, Ryan "Age Of Egos" Geiler, Nate "Redline" Jacques, Sunny "Crexis" Sihota, Ben "Ranger" Wilson; Lead Single Player Game Design: Christopher "Eggman" Theriault; Single Player Game Design: Gordon "The Old Campaigner" Farrell, Jason "The Rasher" Dillman, Tim "Yogurt" Mitchell, Ben Schneider, Gj Snyder Iii, Stephen "Lobby" Ryan; Producer: James Hsieh, Jon Payne; Sound Designer: Scott Haraldsen; Documentation Specialist: Stefan B. Arnold; Director of Recruiting and Operations: Dara-Lynn C. Pelechatz; Operations: Brian Zuzelo, Katherine Kelly; Music: Steve Maitland, Ed Lima; Voice Actor: Nikolle Doolan, David J. Fielding, Jeremy Gottlieb, Ken Letendre, Frank Mitchell, Doug Weeks; Multiplayer Strike Team: Rick "Mrfixit" Andrews, Willy "Willy" Annand, Tim "Grand Pooba" Campbell, Teresa "Dana Ri" Cardwell, Che "Poisonberry" Chang, Paul "187" Clayton, Mathieu "Lightning_cn" Couillard, Keith "Iketh" Downes, Jon "Jonny Quest" Ebbert, Daniel "Major Eloff" Eloff, Gaspard "Elfanor" Gilot, Magnus H. "Loko" Haslebo, Kevin "Dhamon" Hoeschele, Eric "Vg Messiah" Holmberg-Weidler, Kristine "Nanogirl" Ishii, Christ "Janman" Janson, Ronnie "Jinx" Jenkins, Esben "Blackgrail" Johannsen, Jacoib "High" Lendeldt, James "Thump" Mecham, Alan "Vasago" Michaud, Sean "Zip" Morris, Brian "Kleitus" Noonan, Robert Geoff "Malachi" Price, Mike "Fallofrome" Rudolph, Yalina "Anne" See, Greg "Shaf" Shaffer, Randy "Stalin" Solberg, Andrew "Kaban" Temlyakov, Jeff "Gutter Rat" Wehnes, Lila "Theta" Yee, Miguel "Maynard" Bombach, Dustyn Brown, Andrew "Frustration" Chen; Web Master: David Head; Morale Committee Chair-Dog: Renko; Company 2: Sierra Studios; Executive Producer: Richard Robinson; Producer, Sierra.Com: Ross Perez; Associate Producer, Sierra.Com: Ron Daniels; Engineering Manager, Sierra.Com: Mike Nicolino; Technical Engineer, Sierra.Com: Bill Dewey; Public Relations Director: Genevieve Ostergard; Public Relations Manager: Adam Kahn; Public Relations Associate Manager: Annie Eckles; International Public Relations: Stephane Vallet; Director of Marketing: Craig Davidson; Brand Manager: Charles Grover Holtzclaw; Associate Brand Manager: Adam Fossa; International Brand Marketing: Cedric Marechal, Claudia Kuehl; Cambridge Lead Tester: Dave "Wiggler" Collins, David "Stinkubus" Fielding; Cambridge Assistant Lead Tester: Tom "Player" Murray; Cambridge Tester: Danah "Phoenix" Alexander, John "Jod" Cataldo, Austin "Waaaagh!!!" Habershaw, Eric "Capt. Nipples" Krasnauskas, Blaine "Schism" Loder, Dan "Valence" Mcclure, John "Jatrix" Shubert; Bellevue Director of Quality Assurance: Gary "Koros" Stevens; Bellevue Lead Tester: Chad "Omega Red" Martin; Bellevue Senior Tester: Jim "Shadow Fu" Gentle; Bellevue Tester: Abhishake "Harley" Behl, Darren "Boldarm" Cannon, Ken "Sunshine" Eaton, Jason "Buttertaco" Furler, Darren "Darrenthecruel" Park, Lester "Mr. Wags" Stocker, Brian "Il Palazzo" Wilkinson; Company 3: Impressions Games; Quality Assurance Manager: Greg Sheppard; Lead Tester: Clay Heaton; Assistant Lead Tester: Blair Evans; Tester: Rudolf Carlstein, Juan Martinez, Albert Meranda, John Mcauley, Jesse Nunes, Mark West; Company 4: Vivendi Universal Interactive Publishing; Localization: Bartolomeo Dibebbedetto, Pearse Finegan, Ivan Mccloskey, James Mcmanus, Damien Monaghan, Joan Murphy, Boris Rabel, Bill Sweeney, David Whelan
~ Doug Rose, All Game Guide
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