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Who remembers Rise of Nations on PC? I revisited it, and I forgot how horrifying the game can be

The RTS/city builder genre has been around for decades, but it’s never seen such a resurgence as what we’re seeing now. The success of games like “Forza Horizon 4,” “Battletech” and the recently released “Anthem” are just a few examples. But in this new era where everyone can make their own game – how do developers compete against each other?

“games like rise of nations” is a phrase that has been said by many people. I revisited it, and I forgot how horrifying the game can be.

Who remembers Rise of Nations on PC? I revisited it, and I forgot how horrifying the game can be

Rise of Nations was one of the first games I recall playing as a kid. My primary school classmate introduced me to it, and I was immediately enthralled by the prospect of commanding a virtual army to triumphant victory. I like playing with my little plastic army guys, and this game allowed me to bring my imagination to reality in certain ways. I wasn’t particularly good at the game when I was eight years old, but I spent many hours of my youth playing it while my friends were engrossed with Pokemon and other games that didn’t capture my interest.

The game is a straightforward RTS in which you create cities, gather resources, raise armies, and conquer your opponents or win by constructing “Wonders.” Turning off the Wonder triumph and going for straight-up conquering was my preference. In contrast to Age of Empires, Rise of Nations spans the centuries from Ancient to Information (modern day basically). Over the span of a few hours, you progress from armies of sling-wielding tribesmen to stealth bombers and tanks. It’s a lot of fun to play, even if it was a little intimidating for a youngster when I first began.

I just found that I have the Steam version of Rise of Nations in my library. I must have purchased it at some time in the past only to forget about it, so I decided to install it and go down memory lane with it. The game has held up really well, with many strategic possibilities that I had forgotten about, such as the ability to pick your country’s style of government, as well as combat skills like the ability to entrench your soldiers (making them extremely vulnerable to flamethrowers by the way, nice touch). Because you can’t construct walls as in Age of Empires, it’s more vital to launch preemptive strikes and build up your army than than turtling.

However, as I restart the game, I’m becoming more aware of how depressing it can be at times. The images are realistically produced, with corpses, blood, and ultimately bones left behind by killed characters. The brutality is surprising when compared to other RTS games since it isn’t really “cartoony.” But it’s the way conflict has been escalated throughout history that gives me existential dread. Skirmishes in the early game may consist of small groups of infantry backed up by a few cavalry troops. Siege engines are progressively added, and your ability to inflict brutality on your opponents grows as well. It gets less difficult to destroy opposing cities.

When the Modern and Information periods arrive, though, things start to get plain scary to contemplate. Nuclear weapons are added during this time period, adding a whole new depth of carnage to the game. You now have the power to unleash a devastating strike on your adversaries with no method for them to defend themselves, yet you are also vulnerable to nuclear attacks. The %3E%3Cnoscript%3E%3Cimg%20title=

When a nuclear bomb is fired, it sends shivers down my spine, and I remember it from my childhood. That is the sound of total catastrophe approaching one of your cities, and you have no control over it. You watch helplessly as your city, which you spent a lot of time and money developing, is destroyed by a sudden, fiery catastrophe. You’re undoubtedly inclined to respond in kind at this point. You fire a missile into the opposing capital, completely destroying the city and killing many citizens. You do note, though, that a new number has appeared on the screen: the Armageddon counter.

Each time a nuclear missile is fired by a player or A.I., the Armageddon number decreases by one. When the counter reaches 0, the game is over and there is no winner. Congratulations; you’ve just triggered a nuclear apocalypse that will almost certainly wipe out all life on the planet. Holy. Fucking. Shit. You may truly escalate hostilities to the point where Mutually Assured Destruction is a possibility in the game. This is a terrible thought for anybody who has even a passing knowledge of the Cold War. It made me reflect on the fact that, in the worst-case scenario, there are enough nuclear weapons on the world to totally wipe out all life. I imagined a scenario in which a nuclear-weapons-wielding nation is invaded by fanatical terrorists ready to use them. Consider what might happen if Afghanistan had nuclear weapons when the Taliban took control. Unfortunately, once nuclear weapons have been produced, it is impossible to put the cat back in the bag. Nuclear war, no matter how unlikely, will always be a possibility.

Despite being a fantastic RTS game, Rise of Nations fills me with existential dread. When I was a youngster, I used to limit the game’s technology to the Industrial or Enlightenment epochs, since nuclear weapons, in my view, rendered the game “unfun.” Nowadays, I’d cap them for a different reason: to prevent reproducing the planet’s greatest nightmare scenario in a supposedly harmless video game.

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