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Updated March 10, 2005

Emperor: Rise of the Middle Kingdom
Like its predecessors, it’ll ensure a profit margin for Sierra on very little investment

For anyone who’s played Zeus, Pharaoh, or other city-building simulations from Impressions and Sierra, Emperor: Rise of the Middle Kingdom will feel as comfortable as a new pair of shoes. Well-traveled veterans of the genre can delve immediately into yet another ancient culture, with only an occasional need to glance at the manual; the downside of this familiarity is that several questionable aspects of the series’ general design remain problems.

There’s no denying that ROTMK is ambitious in scope. The seven campaigns — each correlating to a dynasty — span over 3,000 years (from 2100 BCE to the invasion of Genghis Khan’s hordes in the early 13th century), and consist of over 40 missions. If you include different farms and crop types, there are nearly 80 structures to be erected, covering every function from entertainment and religion to commercial and military uses.

For newcomers, this depth means a learning curve as steep as a very steep hill. And it doesn’t help that both the manual and the online tutorials are overly wordy.

Though ROTMK is stuffed with more crops and goods than earlier city-builders and features feng shui tactics — buildings must be placed harmoniously, for example — it works in essentially the same fashion as its forebears: throw up some houses and watch the unwashed masses arrive and wait for you to guide them.

Then again, perhaps “guide” isn’t the right word, because these citizens of ancient China — apparently just like those in ancient Greece, Egypt, and Rome — won’t stir out of their houses even if they’re starving or dying of thirst. Heck, they won’t even walk to an ancestral shrine (required to improve housing) that’s within a stone’s throw of their hut!

The problem can be traced to the distribution system used in all of Impressions’ city-building games. Instead of people going to a market to buy food or hoofing it to a well to draw drinking water, they sit in their houses and wait for everything to be brought to them. I guess it’s a Domino Theory of food distribution — or, to be more precise, Domino’s, except these delivery people never get to a house in 30 minutes. We can only be thankful that the citizens at least handle their bathroom duties themselves.

And that points us to what’s most troubling about all these city-building games: instead of AI, you get an automated spreadsheet. The scripted-in-stone scenarios are one tip-off; another is the out-and-out silly “roadblock” system you must employ to guide water-bearers, city inspectors, and others so they don’t wander all over a huge city as they make their rounds. How hard would it be to have a peddler, inspector, or water-bearer have responsibility over a fixed number of tiles around him and visit only that area?

To its credit, the multiplayer mode has both co-op and competitive gameplay, and lets you save games and return to them later. That last feature is pretty much a necessity, because even a “quick” game of ROTMK can last an hour or more. Another nice inclusion is a Campaign Creator for those who rip through the dozens (or even hundreds) of hours provided by the original missions.

Rise of the Middle Kingdom will probably be another moneymaker for Sierra, and more power to ’em. But I think it might be time to move the series to a new level of design instead of just a different period in history.

— Stephen Poole


 FINAL VERDICT
HIGHS: Multitude of missions; new multiplayer options; Campaign Creator.

LOWS: A so-so tutorial and meandering manual; lack of helpful city-dweller AI.

BOTTOM LINE: Offers more of the same good stuff, but no real creative innovation.
PC Gamer 72%

   

100% - 90%
EDITORS' CHOICE - We're battening down the hatches and limiting our coveted Editors' Choice award to games that score a 90% or higher. It's not easy to get here, and darn near impossible to get near 100%. Games in this range come with our unqualified recommendation, an unreserved must-buy score.

89% - 80%
EXCELLENT - These are excellent games. Anything that scores in this range is well worth your purchase, and is likely a great example of its genre. This is also a scoring range where we might reward specialist/niche games that are a real breakthrough in their own way.

79% - 70%
GOOD - These are pretty good games that we recommend to fans of the particular genre, though it's a safe bet you can probably find better options.

69% - 60%
ABOVE AVERAGE - Reasonable, above-average games. They might be worth buying, but they probably have a few significant flaws that limit their appeal.

59% - 50%
MERELY OKAY - Very ordinary games. They're not completely worthless, but there are likely numerous better places to spend your gaming dollar.

49% - 40%
TOLERABLE - Poor quality. Only a few slightly redeeming features keep these games from falling into the abyss of the next category.

39% - 0%
DON'T BOTHER - Just terrible. And the lower you go, the more worthless you get. Avoid these titles like the plague, and don't say we didn't warn you!


Drakan: Order of the Flame  69%
Driver  78%
Drome Racers  59%
Ducati World Racing  28%
Duke Nukem: Manhattan Project  75%
Dune  25%
Dungeon Keeper 2  89%
Dungeon Siege  91%
Dungeon Siege: Legends of Aranna  80%
Earth & Beyond  80%
Earth 2150: Lost Souls  80%
Echelon: Wind Warriors  79%
Elder Scrolls III: Bloodmoon  84%
Emergency Fire Response  70%
Emergency Rescue  24%
Emperor: Rise of the Middle Kingdom  72%
Empire Earth  85%
Empire of Magic  68%
Empire of the Ants  56%
Empires: Dawn of the Modern World  80%