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About Tyler F.M. Edwards

Writer, gamer, and nerd of the highest order.

Has the Success of AoE2 Become a Self-fulfilling Prophecy?

While I also dipped my toes into New World and Heroes of the Storm, November ended up being a month almost entirely devoted to real time strategy for me. Aside from checking out the ZeroSpace demo, I also spent quite a lot of time on the Age of Empires franchise.

A cutscene from Age of Mythology: Retold's massively disappointing Arena of the Gods mode.First, there was the release of the Arena of the Gods mode for Age of Mythology: Retold. As a reminder, this is the only new content for the remaster that isn’t paid DLC, and it was supposed to be a launch feature but got delayed.

It should have been delayed a lot more. The intention seems to have been to make something that combines the best of both skirmish and campaign play, but instead it’s the worst of both, with extra issues on top.

When we got the first preview, everyone took it to be a repeatable rogue-like style pseudo-campaign, but it’s actually exactly the same every time with no randomization or replay value at all. The “story” is paper-thin and a complete rehash of the original game’s story, and every mission is just a standard skirmish map with minor twists that rarely change how the game is played in any significant way.

The enemy AI is also woefully inadequate. It supposedly does get harder eventually, but the first dozen or so missions at least are incredibly easy, and the AI isn’t programmed to change its behaviour based on the “world twist” buffs, leading to lots of situations where you can just roll it effortlessly.

The Arena of the Gods mode in Age of Mythology: Retold.Oh, and you also can’t save mid-mission for some reason.

My expectations for Arena of the Gods were never that high, but I’m just shocked at the poor quality of it. I struggle to imagine how they could have done a worse job. I’d genuinely rather just play regular skirmishes because at least then you have full freedom to choose your civilization, opponent, and difficulty, and you can save your game if you get called away suddenly. I gave up out of sheer boredom before I even made it to the halfway point of the campaign.

Retold continues to be an incredible disappointment across the board. The Immortal Pillars expansion has now been delayed, and I can only hope the extra time pays off and they can finally deliver some quality content. So far Retold does not feel remotely worthy of the money I spent on it.

After that, my attention turned to Battle for Greece, the experimental new narrative-focused expansion for Age of Empires II.

I do think this one was a little over-hyped, especially by the community. There was so much talk about the quality of the story-telling being taken to another level, but it’s just like any other AoE2 campaign on that front. The voice acting is as hokey as ever, and the new cinematic mission intros are not meaningfully different from the old journal entries, still being mostly static images accompanied by a single narrator’s voice over.

A cutscene from the Chronicles: Battle for Greece DLC for Age of Empires II.I also think the animations themselves were pretty goofy, and it really took me out of the story. The exaggerated body proportions and limited motion kept making me think of the “virgin versus chad” memes.

The gameplay was a bit more interesting. Again, not quite as revolutionary as it was cracked up to be, but they did get a bit more creative with mission design, and there’s the naval revamp, which I think I liked. I wouldn’t go so far as to say it actually made me enjoy naval gameplay, but I did dislike it less. What was really fun was the super OP upgrades you got when playing as Themistocles, but I guess I grudgingly understand why those couldn’t be in every mission. I guess.

I did find consistency was an issue. The difficulty was all over the map, and I found some of the more “creative” missions could be more irritating than anything, especially those with limited economies. If you asked me to list my favourite AoE2 campaign missions, a lot would be from Battle for Greece, but the same would be true if you asked me to list my least favourite.

Still, it’s good to see them trying new things, and I mostly enjoyed it. I expect I’ll buy the Alexander the Great sequel they teased at the end.

A massive battle in the Chronicles: Battle for Greece DLC for Age of Empires II.Finally, the Sultans Ascend expansion for Age of Empires IV finally went on a deep enough discount that I decided to pull the trigger on it.

All the praise directed at Battle for Greece’s story-telling would have fit a lot better here. The animated cutscenes for the Sultans Ascend’s lone eight-mission campaign are absolutely gorgeous, and the narration is top notch. This was a real high water mark for story-telling in the Age of Empires franchise.

I did find the missions again suffered a bit from inconsistent difficulty and too many missions with limited economy or otherwise gimmicky design, but overall it’s a very strong campaign. I do, however, remain frustrated by its paltry size. Even at 30% off, I feel like I overpaid for what was ultimately an incredibly small amount of content.

I also tried the new civilizations, the Byzantines and the Japanese, which once again had me feeling that AoE4 is starting to repeat the mistakes of AoE3 by over-complicating its design.

An animated cutscene from the Sultans Ascend campaign in Age of Empires IV.The Byzantines in particular felt like they had enough unique gimmicks for at least two or three different civilizations. Between the aqueduct mechanic, olive oil and mercenaries, and a wealth of unique units that almost all have active abilities, it’s just too much. None of those are bad mechanics individually — aqueducts in particular are quite clever — but it’s too much for one civ. This level of asymmetry makes sense in a game with three or four factions, not a game with over ten factions.

The Japanese also felt intimidating at first due to have a roster comprised almost entirely of unique units, but it got a lot more manageable once I figured out most of them are effectively just buffed versions of standard units. I also enjoyed the bannerman mechanic and the choice of religion. It’s still a bit more complexity than I’d like in a single civilization, but it’s not too bad once you get the hang of it, and I ended up liking the Japanese overall.

It’s kind of a moot point, though, as they have no campaign content, and the skirmish AI in AoE4 remains FUBAR even after all these years. When I tried the Byzantines, the enemy seemed to keep most of its army next to its town centre for the entire game, sending out only small groups to apparently wander the map at random. Never once did my base actually get attacked. I can’t believe they still haven’t gotten the skirmish AI working at even a basic level.

I didn’t even bother with the variant civilizations. I still think the whole idea is dumb from top to bottom, and I wish the resources spent on them had gone to more campaign content instead.

A Japanese settlement in Age of Empires IV.And that brings me to the question in my headline. Age of Empires II remains the most popular AoE game, but I do wonder how much of that is a self-fulfilling prophecy at this point as it’s clear the other games are suffering from a lack of development resources.

I feel like we’re caught in a feedback loop where AoE2 gets the most resources, so it produces the most content, so people play it more, so it gets more resources… Meanwhile the other games get neglected because they never got the resources they needed to equal AoE2’s momentum.

AoE2 is a great game, but at the end of the day it’s still over twenty years old, and after playing so much of it, it is starting to feel a bit tired for me. These days I would much rather play AoE4 or AoM: Retold, but the content just isn’t there. When AoE2 offers me twenty-one campaign missions for $20 and AoE4 offers me eight missions for the same price, it’s kind of a no-brainer where I’m going to prioritize spending my money. I like AoE4 better, but I don’t like it more than twice as much.

I’m worried that the powers that be are looking at the metrics and getting the wrong message. I’m worried they’ll see that no one is playing Arena of the Gods and people mostly bought Sultans Ascend for the multiplayer content and conclude that there isn’t a desire for versus AI content outside of AoE2, but I think there very much is. I would happily sink dozens of hours into those games if content of sufficient quality and quantity was there.

A naval battle in the Chronicles: Battle for Greece DLC for Age of Empires II.But right now AoE2 is the only Age game that consistently serves my playstyle, so I’ve got no choice but to keep slinking back to it until the other titles get their act together.

Unknown 9: Awakening Review

Unknown 9: Awakening first came to my attention when I saw the trailer at Summer Games Fest while waiting for the New World: Aeternum announcement. It looked interesting, but I would come to find the buzz around the game was very negative.

Performing a stealth takedown in Unknown 9: Awakening.Because we live in the worst timeline, the overwhelming majority of this was people having meltdowns over the fact the protagonist is an Indian woman. But in amongst all the weirdos wetting their pants in terror over being reminded that brown people exist, there were some legitimate concerns about what seemed to be some fairly janky gameplay.

Overall, it seemed like the sort of ambitious yet messy double-A title that usually proves a commercial failure but which I often end up enjoying, and in the end, that’s more or less what it was.

Unknown 9: Awakening is a highly linear action game set in the early 20th century. You play as Haroona. Haroona is a quaestor, a kind of supernatural investigator who can access an alternate dimension known as the Fold. This grants her a variety of psychic and telekinetic powers that are crucial to both the story and the gameplay. Haroona finds herself caught up in a civil war between different factions of a secret society, and looming over it all is the legacy of the Unknown 9, a group of immortal once-humans who seek to halt the cycles of destruction that have dogged the human race since long before the history that we know.

Definitely there are problems with this game. My biggest disappointment with U9A was the story, despite a promising start. The voice acting is pretty solid, and I think the underlying backstory around the Unknown 9 and the cycles of history is very compelling. Fans of The Secret World will find much familiar here, though the horror and Lovecraftian elements aren’t as prominent.

Ancient statues of the Unknown 9 in Unknown 9: Awakening.However, the meat and potatoes of U9A’s plot are very tropey and predictable, and I found the ending quite eye-roll worthy. There seems to be a real trend in our media these days of trying to force big character moments without doing anything to justify them. Whatever happened to “show, don’t tell”?

There’s some other, small issues with the game as well. For one thing, I regularly encountered a bug where Haroona half-fell through the floor in cutscenes, leaving close-ups to only show the top of her head. This definitely has that janky AA feel I know and have learned to live with.

However, despite how it looked in the previews I did find the core gameplay quite a strength, and that carries the game despite its other flaws.

I was concerned going that the game was going to be very stealth-heavy, and it is, but I found it didn’t bother me. The stealth mechanics are quite forgiving, and you have a lot of fun tools to let you stay one step ahead of your foes, from on-demand invisibility to the ability to see through walls by “peeking” into the Fold.

Turning enemies against each other with the stepping mechanic in Unknown 9: Awakening.What really makes this game special, though, is the stepping mechanic. Haroona has the ability to “step into” enemies, briefly possessing them. When you step into someone, the game’s action temporarily freezes, allowing you a moment to think through your next action. You can only make one attack before stepping out of an enemy, but with careful planning, that can still be devastating.

Early on, I found myself pinned down by two ranged enemies on a ledge. One was standing next to an explosive canister, but the other was a safe distance away from it. I stepped into the farther one, made him stand next to the canister, and had him fire his gun at it. When my step ended, the resulting explosion took both enemies out in an instant.

It was incredibly satisfying, and that barely scratches the surface of what you can do by stepping into enemies, especially later in the game when you can possess multiple enemies in a single stepping sequence.

It adds a very interesting new dynamic to the game because every new enemy type you encounter is not just a new challenge to overcome, but also potentially a new weapon in your arsenal. There’s nothing quite like walking into a room full of elite late game enemies and thinking, “All right, showtime!”

The aftermath of stepping into multiple enemies in Unknown 9: Awakening.There’s lots of other cool things you can do, too, like telekinetically shoving enemies off ledges to their deaths, but in the majority of cases stepping is the best choice, in terms of both power level and fun factor.

My only major criticism on the gameplay front is that the boss fights are a total letdown. They’re simple 1v1 encounters where the stealth and stepping mechanics aren’t available, so you’re playing without most of your toolkit, and there’s nothing to do but very slowly chew your way through their massive health bars between spamming the dodge and heal buttons.

The good news is that there’s very few of these encounters in the game, but it is quite the unforced error. Why not simply include some respawning waves of mooks for you to step into? Why remove all the mechanics that make your game fun and unique during its most climactic moments?

I will also note that it is a fairly short game. It took me about thirteen hours to finish it, and I’m usually slower than most people. This didn’t bother me; I rather appreciate when games don’t overstay their welcome. But I know for some people it might make them think twice about buying.

An Indian town in Unknown 9: Awakening.Taken together, Unknown 9: Awakening is a game I would recommend, but I wouldn’t blame anyone for waiting until the next Steam sale to grab a copy. It’s got some very original and enjoyable game mechanics, but it also has some very significant stumbles.

Overall rating: 7/10 Worth the price of admission for the stepping mechanic alone.

I won’t factor it into my review, but one other thing I want to mention before I go is that the creators saw this game as helping to launch a vast multimedia franchise. Given its poor reception, that plan seems unlikely to continue, but there’s already a lot of tie-in material out there, including novels, comic books, an audio drama, and a web series.

I’m on the fence as to whether I want to check this stuff out. The premise of the setting is very good, so the potential is there, but the plot of the game itself was pretty weak, which doesn’t inspire optimism. The prospect of some actually good stories in this universe remains tempting, though.