|Guardian Of Isis
Posted on 01/30/05 @ 06:53 AM (updated 02/05/05
Amanra returns to Abydos a few months after the TT Campaign, to find out that it is being destroyed by a horrible Titan. Before she has a chance to battle it, Arkantos (the God) shows up, telling her that she should pick up Kastor and go to Mount Olympus, where they will find out what is really going on...
|# of Scenarios:
||AoM: The Titans
This is my first Campaign, so please don't be too hard on me.
|Author||Reviews ( All | Comments Only | Reviews Only )|
It can't be, a campaign that's actually NOT filled with flaws? Okay so it's not exceptional, but it's a very solid campaign worth playing.
It's one of the few files in this download section that IMO is worth the download. Right off you're given an installer and the campaign menu has pictures and icons. You won't want to uninstall it at least after a few plays.
The levels and cinematics themselves are very well structured and done. A little tweaking here and there, but they're solid and not incredibly abusable like 72% of the levels out there. 6 scenarios means you can probably beat it in a few hours of concentrated play.
The levels play much like the ES Xpack campaign (one of the flaws actually) with actually working objectives and difficutly. Most are Build and Destroy, but some are Fixed Forces. While not the most exciting type of gameplay, they work great here. Every level excluding the last plays great from begining to end. Easy flow from objective to objective with things to see and do on the map. The AI is actually fake though, spawning troops at certain spots at timed intervals, but even that works well enought with no real problems. Surprisingly, there aren't that many triggers in the scenarios, but it doesn't really matter, everything runs fine with only a minor non-serious bug here and there.
You used the difficulty settings. That alone would make it 5 as it means that anyone can play the level differently if it's too easy or hard. My only real complaint is the last level. Fire Giants and Mummies. It gets difficult with the giants. Pain and agony ensues. Well, maybe the third one too as you have to micro an insane amount to live even at easy. Otherwise the maps were well balanced in respect. Most can be beat at Medium without too great a hassle, but at higher levels (as it should be) it can get crowded and hectic.
One of the flaws of the close following of the ES campaign is just that, it's kinda copying something everyone's already played. But the scenario set up is still worthy of attention. Although the map lacks in some parts and isn't very eye candy focused, the scenarios still have some things worth seeing. Every level is not made the exact same, different enviroments and setups makes each scenario a little different. Whether it be gaining GPs from destroying Longhouses, to surviving an onslaught of Automatons (Seriously, LOTS of the guys) to await Arkantos. The story seems ES make up, but there are some twists to it. I won't say more, but it is interesting none the less.
Map Design: 3
One thing that does hurt here is the maps aren't very impressive. While it's not empty land with trees thrown in, it's just not all great. Some cinematics look weak in some scenes while some of the land seems... too flat. But, the maps aren't too bland. The fifth one comes to mind as it was one heck of a map. Large with things about. While the last one and the first were kinda ehh. Little more terrain mixing would be great, as well as more eyecandy. But that's otherwise it. The maps looked standard build, but I swear the first is copied right off of ES... They also weren't exceptional work of awesomeness. After some debate, I gave it a three, okay, but lacking some places.
Holy capes Batman a story about the ES campaign that isn't crap. Admittedly I cringed when I first read the story. Very few campaigns modeled after the ES story were ever actually good. But this one had some twists and things to it. The end was predictable though. Another "Kronos is coming back... again!" storyline. But well told with animations, proper grammar and spelling. Something most people lack. Good cinematics advance the story with detail and it all flows nicely from one to the other. The instructions in game told you what to do straight off. Hints and spotlight provided. Although there were some plotholes if this really IS after the ES campaign. I can't say as it would spoil all the fun.
While it doesn't offer the gods blessings, this campaign is a fine example for all designers of WHAT a good campaign should be like. Well made, proffesional, with solid stats in everything. Not the best in the world, leaving some things to be desired. But regardless a strong campaign that goes through the do's that make an enjoyable download.
[Edited on 02/06/05 @ 02:02 PM]
Finally a technical solid piece of work (after playing some lousy other designs).
I didn't find serious problems in the gameplay. No open ends, no lags, no uncontrolable numbers of units, no channel surfing needed. This campaign is solid and worth playing if you don't mind some missions of build-and-destroy. I played all scenarios on Moderate level and tried one in Hard and Easy. It seems to me that there is a inbuild difficulty difference.
I had to replay the second mission Olympus Passage, because I wasn't prepared for the enemy rush on the allied city and lost alle villagers.
Most exiting level is 4. Titan of Atlantis, fighting the mass of Automatons and finally the Titan.
A mix of instant battle and build-and-destroy.
Some parts were spicy to survive, other parts let the player build army and confidence.
Maybe 6. Kronos' Escape is a bit out of balance. In the first part you encounter a league of heavy enemy myths, which seem to be stopped by only one type of counterunits (no alternative strategies?). Once Osiris has risen, the final is a piece of cake. A bit disappointing end, not quite a fighting highlight.
Nice cinematics. Functional. Zooming is not overdone, like we see in may other designs. Some cinematics include a view to distant action, using low pitch camera. Many enemy attacks are activated by timebased triggers. Simple but effective. Textures differ per scenario, as well as the units you have to play with.
Map Design: 4
Not all area on the maps are used. Fortunately, paths and tracks direct to spots of action. So players will not spend to many time scouting the area. No particulary eye-candy spots. But the story and missions do not suggest any magic surrounding. To me the switch in terrain between scenarios (for example the underground level) gave enough variety of surroudings.
The story and instructions are clear, supported by cinematic dialogues with unit-icons.
Some people may dislike a prequal of sequal to the ES-Campaign, but i.m.o. it's better to use parts of a proven story than to create an incoherent mess yourself.
Well done! Playing this technically solid campaign was a relieve after trying some other downloads.
|I Love Bananas
Yes, I'm redoing my review on this campaign as well ^_^
Pretty nice playability, I came through most of the scenarios with ease and I still enjoyed playing it. Even better, it kept both its playability and replayability all over, mostly because of the occasional great ideas of yours. I'd gladly play this campaign over again.
The bad things, however, are for instance the balance problem in scenario 2, more elaborated later. Using cheats removes the fun from the game for me, and thus I let that count down for both playability and balance. Another problem I discovered is that in the 4th scenario, there were too many Automatons. Not that the game became unbalanced (they died very easily to Amanra and Kastor), but when they died their carcasses stayed on the ground, several times blocking passages for me. They even blocked Kastor from going anywhere one time, which is especially annoying. If you had used the SPC Automatons, you would have avoided that problem, since they don't leave their dead bodies lying about.
Your cinematics were well designed, the camera tracks ran without either starting to lag or going in any unusual directions. They also helped the gameplay as it progressed, telling parts of the story and in general being very informational. In addition, they were very coherent and focused, and you had a nice use of animations. I never missed out any part of the cinematics because they were so interesting to watch, so that is a great plus.
The balance was equal to a 5 in most of the six scenarios, though there was one place where the game was unbalanced. In the second scenario, where I was supposed to bring Kastor and Amanra to the Sky Passage, the barbarian attacks were far too strong for me to handle. I had no chance of building a Town Center to "respawn" my villagers, and I couldn't gather resources any faster than by using those I already had. So when the Raiding Cavalry ran into my base, looting and killing, I lost quite a few villagers. As a result, my resource gathering went too slow to create a large enough army to fend off the next attack. At that point, I used a cheat and unleashed a Lightning Storm over the enemy. I then proceeded to raze the enemy Longhouses, also by the use of Lightning Storms to aid my soldiers. Without those cheats I would have been defeated - you should have made the enemy forces smaller, because thirty enemy units four minutes into the game is too hard to deal with. I only had two Heroes and a Murmillo to fight them with, you see.
But even so, that was the only balance problem in the campaign.
Map Design: 4
A lot of places, I really missed Large/Small/Sprite rocks. You should have added more natural objects to the scenarios, and mixed terrains more, because in most of them the nature looked slightly boring. Overall, you should have put more work into the design itself, so that it would have looked more interesting. In spite of that, there were a few very well designed areas. Your version of Mount Olympus, for instance, was great - especially in the destroyed parts. I loved the mix of Cliff Greek A and Hades Cliff, it was very effectful. The cities in the campaign were also very nice if you consider building placement and a few of the embellishments in the area. I still missed a lot of terrain mixing and rocks, though, that is definetely an area you could improve on. Water embellishments would also be a very nice addition to the total, and would have given a much better impression.
A bit mainstream, I think. You used the original campaign heroes, the Titans, the revival of Osiris and Kronos trying to escape, to lead the story. That's usually not counting up in my book, because it is the most overused idea in AoM, and since the story also had connection to the ES campaign the creativity wasn't top notch. You even used the Living Automaton Statue cliché. Although, there were a few aspects of the campaign that I really liked and that I thought were very creative - the way you used three Titans in one fight was really nice, and the idea of Ajax betraying Zeus, Arkantos, Kastor and Amanra by trying to dig out Kronos was great as well. I rarely see such ideas for Age of Mythology anymore.
Another bad thing, however, was that you had copied the first scenario from the main campaign. You had added a little more objects and changed the land, but it was a ripoff. I really think you could have done a better job by making the map yourself. I also found that the objectives in the same scenario were of the exact same kind, by progressively fighting my way through the island. It would have been a lot nicer if you had found other objectives as well.
All instructions were easily understandable. Almost every single word was spelled right, and it never pointed me in any incorrect directions. They never gave away too much either, so you did a good job on making them. The complaint I have about the instructions is that they were not too creative - most of them seemed to be very inspired of the two original AoM campaigns. However, they never got boring, and kept the gameplay going quite well. So using ES objectives is not neccesarily a bad thing if it helps playability, but it is still not too creative.
Parts of the storyline were very good, as I said earlier the idea of Ajax controlled by Kronos was among my favourites. The story itself wouldn't have qualified much without that kind of ideas; I personally think you could have made a better story if you had tried to write one out of nowhere, if you see what I mean. But of course, what you chose was the next best option.
I quite liked the whole of this campaign, and even though it could do with improvements in several places it was more than averagely good. I look forward to seeing more of your creations in the future, especially the Legends of the Third Age maps, so get working ;)
[Edited on 10/14/07 @ 08:42 AM]
Very good playability.
Story is simple.
Map Design: 5
Some maps have been modified from the original
The story is simple, so instructions are all right
Proffesional campaign for first time.
Keep it up! :)
Sory for my bad english...
[Edited on 04/07/13 @ 05:57 AM]
I downloaded both Kronos' Revenge and Kronos Reborn as unofficial sequels. I thought Revenge would be the lesser of the two, but it may honestly be the better (still working on Reborn) here's hoping the two mesh together.
Overall a very enjoyable addition to the storyline. With all due respect to the hard work that goes into making a custom campaign, I've never played a mod that didn't have that uneasy sensation that at any moment an unpolished element might shatter the suspension of disbelief. There were many moments in your campaign where I could relax in your hands and trust your design. It wasn't perfect, but I really do mean it as high praise.
It's difficult to get too much control over what happens in the AI. You can force moments to be difficult and you can force moments to be easy, but everything else is in God's hands. I would say overall, your campaign was comfortably easy: the good kind of easy, where you feel like Titus, not the bad kind of easy, where the computer feels like Crassus.
There were two moments which stood out as unbalanced: Early in the second scenario where the computer rushes you with a Barbarian invasion. If you don't know it's coming, it can easy wipe you out. Fool me once, shame on you, but I got it the second time around. I built walls and funneled the attack to one central field, away from my villagers (no Town Center = unforgiving). I had to divide my forces to engage both attacks and keep them out of my village. But once the first attack is survived, you can easily go on the offensive.
The worst moment, however, was in the last scenario. Waves of fire giants and mummies pounding at the gates. I died a few times before I realized there's really only one strategy to handle it: make as many priests as possible, keep one of your heroes back so they don't die at once. Building a wall on the right flank definitely helped funnel them to one field, but I think it would have allowed for more tactical flexibility if you had lightened up, though. Anything that wasn't a priest or a villager seemed like a waste of resources. Also, starting with some favor may have helped branch strategies.
I'm somewhere between a 3 and 4 on this one. On the one hand, it was a fun campaign and I always felt like I had a purpose. On the other hand, it was a re-hash of the Titan campaign: Titans are on the loose, Kronos is trying to break free, you have to gather some divine forces to stop him. I think it compares to a made-for-tv sequel: it's enough to keep the fans happy to have more, but it doesn't actually add much
Map Design: 4
No major complaints or compliments, here. The maps definitely weren't boring. There were plenty of decorations and hidden relics. The Olympus map was a little tedious. By the time my reinforcements made it through the winding passages to link up with my main force, they WERE my main force.
There is a lot involved in making a custom campaign and sometimes story line takes a backseat to everything else that just makes it a functioning campaign. You did a good job. This isn't a 3 as compared to other custom campaigns, it's just a 3 in general (I guess Fall of the Trident would be a 5). Elements of the story were quickly brushed over to seal the gaps between "fight over here" and "fight over there". But, hey, it's a war game... it happens. Amanra comes home and finds her city under attack, the first thing that happens is "Hey, we'll get back to this, first let's go to Olmpus" and the gathering begins. It isn't terrible and I get it, but it just doesn't paint a complete picture.
Additional Comments: All in all, I recommend this campaign and I think it's great, but it wouldn't be much of a review if I didn't suggest what could be improved.