Graphics & Interface
Déjà vu… again! Deja-déjà vu?
Remember how we said that returning Age of Kings players might do a double-take because of the graphics? That’s because the 3D is so good, it looks 2D. Nono… that’s not a bad thing, this is a Good Thing™. When 3D graphics get so smooth, detailed and realistic they look as impressive in screenshots as 2D – that’s saying something. Normally it’s just too easy to tell where the polygons are, how flat the lighting is and how poorly the textures on various body parts interact with each other. AOM’s 3D graphics have all the fluidity and motion of 3D, but they look as detailed as 2D units in screenshots.
![Age of Mythology Review [ Not to mention the damned miners @ 800 x 600 ] > View Full-Size in another window.](images/13-s.jpg) Not to mention the damned miners
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![Age of Mythology Review [ But at least dwarves have a good attack @ 800 x 600 ] > View Full-Size in another window.](images/14-s.jpg) But at least dwarves have a good attack
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![Age of Mythology Review [ Monument to Pharaohs @ 800 x 600 ] > View Full-Size in another window.](images/15-s.jpg) Monument to Pharaohs
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Part of the trick is in using smaller units, as it is more difficult to spot details and flaws on those. However, the rest is just genuine graphical splendor. Age of Mythology’s graphics still have a surgical cleanliness that is distinct from WarCraft’s cartoonish looks or the grittiness of
C&C Generals or StarCraft.
Problems? The graphics and the interface
The animations are very fluid, though the units move slow enough that it would be hard to imagine how the animations can’t be fluid. While the animations are hardly one-motion wonders, the units do actually feel a bit static in combat. With a few exceptions (most of these being special attacks), they actually take on the negative traits of 2D animation. The zoom level of the game makes this tricky to judge, since you’re not so close in that you notice it that often, but you’re not far enough out to ignore it completely, as you might be with Medieval: Total War.
![Age of Mythology Review [ Cutscenes galore @ 800 x 600 ] > View Full-Size in another window.](images/16-s.jpg) Cutscenes galore
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![Age of Mythology Review [ Ragnarok is nigh @ 800 x 600 ] > View Full-Size in another window.](images/17-s.jpg) Ragnarok is nigh
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![Age of Mythology Review [ Scary giants :( @ 800 x 600 ] > View Full-Size in another window.](images/18-s.jpg) Scary giants :(
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Things tend to get very, very cluttered in battles. The units are numerous and small enough that micromanagement becomes difficult except in cases of elephants or large myth units. This situation is rather unfortunate since micromanagement is more important in AOM than it was in AOK. There are fewer units in the game, and there are more special units – like myth units and heroes. Whereas AOK had a three-way juggling act with infantry, cavalry and archers (and the occasional exception like camel riders), AOM complicates things further by forcing the player to balance heroes against myth units, myth units against regular units and regular units against heroes.
Picking out one or a group of your own units isn’t the problem. Targeting that enemy medusa who is turning your troops to stone is! What would be a fidgety, nervous task in a small battle becomes an exercise in frustration in a larger engagement. Somehow, even in StarCraft when dealing with hordes of zerglings, it was possible to pick out a few hydralisks or a devourer in the back. We don’t see why it should be more difficult in Age of Mythology.