

Quest progressions occasionally get stuck in a rut where you do the same thing a few times in a row, sometimes even on the same terrain, but it's more of an infrequent annoyance than a serious problem. The scenarios are executed reasonably well, for the most part.

Later, but the business model as it stands doesn't set off any of my Microsoft could, of course, change things New units or pay a subscription fee a premium empire unlocks everything These are strictly non-gameplay items that you can use to Single-player defend-against-waves-of-enemies mode with multipleĭifficulty settings, reams of dedicated loot, and other unique rewards. Only booster available now is the Defense of Crete, a co-op or Currently, Greece and Egypt areīoosters ($10) - These are content packs. If you like the game, though, $20 for hundreds of hours A non-premium empire is basically an (extremely)Įxtended demo. I've never seen so much confusion about a game's business model. A few fall outside the norm - straight-up tower defense shows up, as do timed escorts and adventure-style missions, but you'll spend the majority of your time engaged in the handful of activities above. Rescue these guys from the enemies (which is really "blow up the enemy base but you don't have to burn the whole stupid thing down"). Defend your base, or an ally or two's bases, for a set time. Most of AOEO's hundreds of scenarios fall into the same major categories we've seen in RTS for years. How appealing that sounds to you is an excellent indicator of whether or not AOEO is worth your money.

The good parts of AOEO are like if you stretched out a traditional RTS single-player campaign over hundreds of hours and mixed it with the multiple progression paths of a traditional MMO like World of Warcraft. A few weeks after launch, my initial judgement of Age of Empires Online holds up: This MMO take on real-time strategy is a great fit for casual and moderate RTS players, but can't compete with StarCraft II or Company of Heroes for competitive multiplayer.
