![]() |
|||||
Welcome to the RTSC
Master of Orion III (MoO3) is developed by Quicksilver Software and published by Atari. This is the third installment of the venerable Masters of Orion "4X" series of space strategy games, concerned with the epic struggle of conquering the Orion Sector, a fictional patch of outer space. You vy for control of the entire Sector, either by defeating the other empires by force of arms, becoming the elected rulers of the Orion Senate through politics and diplomacy, or discovering five "X"'s hidden amongst the stars. One of Master of Orion's selling points is that it pushes "4X" up to "5X": (eXplore, eXpand, eXploit and eXterminate), the fifth "X" being "eXperience". Between itself and Civilization, Master of Orion epitomises the big picture strategy game on the PC. While Master of Orion III is a continuation from its two predecessors, its hardly like either of them. This is a complete redesign and rebuild, not an upgrade with prettier graphics and inherited features. The developers wanted you to feel that you really were the controlling force behind a vast space empire and rebuilt much of the game from scratch. Their attempt at the fifth X has pretty much succeeded in that regard: you can, in a large galaxy game, control several hundred stars and tens of thousands of ships, while sixteen other cultures jostle for position all doing the same thing. There's a strong sense of scale, of space faring civilisations facing off, circling each other trying to realize their ambitions. As populations expand and empires slowly evolve into multicultural societies during the progression of the game, the amount of complexity in your empire becomes astronomical.
Your empire's economy is huge and complex but readily manageable. Much
of it is controlled by a battalion of AI's. Each Colony has its own Planetary
Viceroy, an economic AI that can grow a tiny outpost into a thriving
homeworld resplendent in its own terraformed paradise. Most of your decisions
are implemented on an empire wide scale with novel use of Empire Plans
and Imperial financial tuning. At the same time, the Viceroys will also
accommodate any direct commands and changes on a planet that you desire.
You have some limited control over arbitrarily setting build queues, but
most of it is automatic and much of the fiddly details of building and
improving worlds is locked away. This high degree of automation works
remarkably well as designed - although not necessarily as many
players might expect. Be warned: you have to work with the game,
not against it for the best results. You basically set policy while the
Empire buckles down to accommodate your whims - but your colonies and
people still have lives of their own. Simultaneously, your colony worlds are busily developing themselves and churning out your precious navy. The amount of detail contained in a single planet is astonishing for a game like this: you can have over a thousand planets and no two will ever be alike. Planets and populations lead their own lives and the Viceroy's first priority is to the planet they administrate - not your selfish ambitions. This is a living galaxy that follows your Imperial policies but still at heart follows its own path.
Of absolute importance to developing planets and designing ships is developing the technologies to stay ahead of the pack. Master of Orion has always had a huge and extensive tech tree, and MoO3 has expanded on it. Huge areas of your empire will be devoted to nothing but research. Quite simply, tech's. make or break you. There's a huge number of them to research, and the game factors in cost overruns and surprise bonuses. Ship numbers are significant, but the fleet with the better technologies will wreak havoc on those who haven't kept up. Planets cannot improve or ramp up to build the really big capital ships unless you've bothered to keep up with the social, biological and economic technologies. Super ships are important, but if you neglected your planetary improvements to get those better weapons you may find you simply can't muster enough production to build enough of them in time. And not all species see the same tech tree, either. Different species have different strengths and weaknesses; some have a lot less tech's. available to them than others. More often than not you need to obtain your precious technology via other means: espionage, invasion or diplomatic exchanges.
The AI's would band together if anyone got too far ahead in the power graph; or switch allegiances if they thought it necessary; and help as often as harm. Some species are naturally hostile to each others; others require particular approaches to get by. You can actually cultivate good relations and build up some very strong alliances. Playing like an all powerful warlord and dominating the field is simply courting trouble for yourself. You can quickly drain yourself fighting on more than one or two fronts - and even the AI's take pains to keep their conflicts to a minimum if they can help it. Spying, unfortunately, is a bit disappointing and counterintuitive. Its essential to maintain though, and you can steal tech's and disrupt other civ's, but its all a bit haphazard. One of the MoO3's problems is that while it does tend to function properly much of the time, it doesn't always match up with people's expectations. It is often infuriatingly vague at times, hiding critical details from you that can prove to be disastrous later on (especially when it comes to landing troops and invading planets) Even worse, some of its interface is opaque (meaning you have no idea what it might or might not be doing) and many of its labels are downright misleading. Its real time combat leaves a lot to be desired, too: having the AI making most of the tactical decisions for you is fine provided the AI seems to know what it's doing... Many of the existing issues were knocked on the head with the first official patch; but there are many more to trip you up. I suspect its unlikely Atari is going to release another patch, which is a real shame. So it goes without saying there's a considerable learning curve, but the payoffs are there for those willing enough to squander the time on it. What's remarkable about MoO3 is that despite all its bewildering detail it's actually a macromanagement game. This flies completely in the face of most 4X strategy titles, where lovingly building all your ships and micromanaging every single last detail to death is the norm. If the howls of outrage echoing across the forums were anything to go by, it would seem that a lot of space 4X fans do not like the basic formula being fiddled with. You can skip a most of the ocean of details with (some) impunity in MoO3 to concentrate on the big picture without too many problems. The AI does a mostly sound job of handling all the messy details (and there's millions of small details) while you sit back and see how things develops as the turns cycle by. Some of this sounds a little downbeat, no? Well, I don't know about you, but I was unable to tear myself away from Master of Orion III for months. It trumped Rise of Nations(!) and stalled the RTSC RoN section for weeks, even distracting me from the Homeworld 2 demo. I found something about Master of Orion compelling, stupid bugs and frustrations notwithstanding. The game was a bit of a disaster when it first came out, but now the 1.2.5 patch is out its eminently playable for the uninitiated. The AI's do work, provided you let them work within the parameters they prefer - but this in no ways means you're a helpless spectator. Control freaks and micromanagers will quickly find themselves at loggerheads with the AI's as they try to assert themselves on the game. If you want to get into something much, much simpler and a little more conventional and direct, try Galactic Civilizations. Its not too shabby, but lacks the complexity and subtly (and numerous issues!) of MoO3. Nevertheless, if you can sit through all those issues, or have the spare time to sink your teeth into it, there is still an enjoyable game to be had with plenty of replay value. MoO3 is truly ambitious when it attempts to force 4X strategy into macromanagement - no mean feat in itself, and one that demands an intense use of AIs to do the fiddly hands on stuff for you. This is great, but, like AI heavy games like Kohan, some people find that having the computer play most of the game for you is sort of undermining the whole point of why they'd be playing in the first place. If you're after the finally polished, media rich game play of a Civilisation or a Rise of Nations, then Masters of Orion III is probably going to be a horrible experience for you. But it does a brilliant job of looking vast and feeling like a huge, galactic empire.
|
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
![]() |
![]() |
|
The Settlers III |
||
![]() |
![]() |
![]() |
![]() |
|
| MoO3
Links |
||
![]() |
![]() |
![]() |
![]() |
|
![]() |
![]() |
Last reformatted Wed, Jul 28 2004 by Lindsay Fleay.