Age of Empires Online Preview

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When you first play Age of Empires, a warm feeling develops in your gut. Warcraft meets Civilization! Real-time empire-building! And does it ever look sharp and feel right.

But an uneasy feeling builds as you get deeper into it, a sense that all is not quite right. This is not quite the game you hoped for. Even worse, it has some definite problems. The pitfall when you review a game as anticipated and debated as this one is to make sure you criticize it for what it is, not for what you wish it was. I wish that Age of Empires was what it claimed to be – Civilization with a Warcraft twist. Instead, it is Warcraft with a hint of Civilization. That’s all well and good, but it places it firmly in the action-oriented real-time combat camp, rather than in the high-minded empire-building of Civilization. The result is Warcraft in togas, with slightly more depth but a familiar feel.

Age of Empires places you on a map in an unexplored world, provides a few starting units, and lets you begin building an empire. Each game unfolds the same way. You begin with a town center and some villagers. The villagers are the basic laborers, and the town center enables you to build more of them and expand your settlement. The villagers are central to AOE: they gather resources, build structures, and repair units and buildings. Resources come in four forms: wood, food, stone, and gold. A certain amount of each is consumed to build various units and buildings, research new technology, and advance a civ to the next age.

There is no complex resource management or intricate economic model at work here. What you have is the same old real-time resource-gathering in period garb, with four resources instead of one or two. As your civ advances, you develop greater needs for these resources, but the way in which they are gathered and used becomes only marginally more complex (certain research can cause faster harvesting or more production). It appears on the surface to be a complex evocation of the way early civs gathered and used materials, but beneath the hood is the same old “mine tiberium, buy more stuff than the other guys” model. It is the first hint that AOE is a simple combat game rather than a glorious empire-builder.

There’s no denying the thrill the first time a villager chucks a spear at an antelope and spends several minutes hacking meat from its flank with a stone tool. This is the level of detail that brings an empire-building game to life. If only those villagers would grow and develop over the course of the game, it would make it so much more interesting. If only they would trade in their loincloths for some britches and maybe some orange camouflage, and switch from spears to arrows and rifles. Yes, that’s another game, but it could easily have been done in AOE, and why it wasn’t is a mystery.

The overall impression of AOE dips further with the prickly issue of unit control and AI. As you expand your city with new and improved buildings, you develop the ability to produce new and better military units. These fall into several categories: Infantry (Clubman, Axeman, Short Swordsman, Broad Swordsman, Long Swordsman, Legion, Hoplite, Phalanx, and Centurion), Archers (Bowman, Improved Bowman, Composite Bowman, Chariot Archer, Elephant Archer, Horse Archer, and Heavy Horse Archer), Cavalry (Scout, Chariot, Cavalry, Heavy Cavalry, Cataphract, and War Elephant), and Siege Weapons (Stone Thrower, Catapult, Heavy Catapult, Ballista, and Helepolis). With the completion of a temple, a priest becomes available that can heal friendly units and convert enemy units. Naval units come in the form of fishing, trade, transport, and war.

The problem is that while enemy AI is savvy and aggressive (it can afford to be since it appears to cheat with resources), your units are bone-stupid. Path-finding is appallingly botched, with units easily getting lost or stuck. There is a waypoint system, but that hardly makes up for the fact that your units have trouble moving from point A to point B if you don’t utilize it. Military units will stand idly by while someone a millimeter away is hacked to pieces. They respond not at all to enemy incursion in a village and wander aimlessly in the midst of battle. Was this deliberate so that the gamer needed to spend more time in unit management? If so, it was a poor idea, since there is simply too much going on midgame to worry about whether your military is allowing itself to be butchered in one corner of the map while you are aggressively tending to a battle in another portion. There is no excusing this flaw, and it seriously diminishes AOE’s enjoyability. Finally, there is the fifty unit limit that is irritating many players, but in light of the game’s already troublesome play balance, it was a solid decision to force users to build units more selectively.

AOE obviously is sticking close to an early-empire motif, and there’s nothing at all wrong with that. Stone, Tool, Bronze, and Iron are the four ages, and with each come new structures and military units. You don’t earn these advanced ages – you buy them with resources. Advancement is a simple matter of hoarding and spending food and gold. The overall welfare of your state is irrelevant as long as it survives: happiness is not measured, trade is barely modeled, and the state exists merely to produce a military machine to crush everyone else on the map. Naval power has a woefully unbalancing effect upon gameplay, with a strong navy able to shred the competition at the expense of reality.

Micromanagement is the name of the game in AOE. There is no unit queue, and to build five villagers, you need to build one, wait, build another, and so on. With units acting so stupidly, you should be able to set their level of aggression and the manner in which they attack (a la Dark Reign), but that is also not an option. Diplomacy is relegated to tribute and nothing more, and alliances are hard to form. You can be allied, neutral, or at war with other civs, but if the radio button is still set to “allied” when an opponent starts firing on your units, your units will not fire back, defend themselves, or even flee. They will just be destroyed. Cues as to exactly what’s happening on the map are obscure; the duty has been relegated to unrelated sound effects. Does that bugle call mean my building is finished being built, or my units are under attack? How about some help, people? Victory conditions can also be irritating. There are several campaigns that require that specific goals be met, and these quickly grow tiresome. Thankfully, there is an excellent custom generator that lets you set map size, starting tech, resources, and other features. This is the saving grace of AOE, and what kept me coming back again and again. The main reason is that it let me change some of the insane default victory requirements, such as when the victor is the first to build a “wonder” (through another massive consumption of resources) that stands for 2000 years. These 2000 years can pass in about twenty minutes of game time. That means that as soon as an opponent builds a wonder, you create a whacking huge navy to go over and blow it up. Not a very subtle way to maintain an empire. In fact, there is no strategic nuance: It is merely a brawny muscle contest. For all its historical trappings and pretensions to recreate the early progress of civilization, in the final analysis it does not even have the depth of a pure combat game like Dark Reign or Total Annihilation.

If all these judgments seem harsh, it is only because Age of Empires looked, and pretends, to be so very much more. It still has tons of potential and a fundamental gameplay that remains entertaining enough to overcome the flaws and merit a fair rating. The system can go very far with some fine-tuning, but as it stands it seems downright schizo. Is it a simplified Civilization or a modestly beefed up Warcraft? It’s almost as if the designers started out to create one game and ended up with another. With such beautiful production and the fundamentals of a vastly entertaining game, it’s sad that it fell short of the mark. The disappointment is not merely with what AOE is, but with what it failed to be.

World Class Drug Rehab Center Urges Focus On the Benefits Of Dual Diagnosis


Jacksonville, FL (PRWEB) May 7, 2007

Lakeview Health, a center for alcohol and drug rehab in Florida, urges concentration on Dual Diagnosis of Mental Disorders and their effect on Drug Treatment. Dual Diagnosis is a relatively new method of treating both mental health issues and addiction as interactive causal and Lakeview Health Systems is leading the push to drive medical professionals to recognize drug abuse and “self-medicating”.

According to staff members of the Lakeview Health Center, a center for alcohol and drug rehab in Florida, after many years of research and development, dual diagnosis services for clients with severe mental illness are emerging as an evidence-based practice. In a dual diagnosis, it is hard to determine which came first the addiction or the mental illness. While they are separate and independent, one thing is certain, both a mental illness and a chemical addiction problem require equal attention and help from a dual diagnosis treatment center.

Because these problems interact, it makes diagnosis, treatment and recovery more complex. By concentrating on the practice of dual diagnosis the staff at Lakeview Health have developed a successful program that is paving the way in innovative practices for Dual Diagnosis treatment centers.

Dual Diagnosis is a term used to describe the coexistence of drug addiction / alcoholism and a psychiatric disorder. Studies have shown that individuals with psychiatric problems are more prone to drug addiction and alcoholism and the medical staff at Lakeview have found that almost 60 percent of people treated with drug addictions or alcoholism, experience a psychiatric problem of one kind or another.

With this in mind, it is very difficult in early recovery to correctly diagnose the addict or alcoholic psychiatrically and treat them for dual diagnosis. When a person enters drug rehab or alcohol rehab and is admitted to detox, they are obviously experiencing alcohol withdrawal or drug withdrawal. Many of the symptoms people exhibit and experience while in drug detox or alcohol detox mimic psychiatric symptoms which may prompt symptoms for a dual diagnosis. While every patient is provided with a psychiatric consultation to rule out or acknowledge the existence of a psychiatric disorder, Lakeview finds it to be in the best interest of their patients to try and wait until they are medically stable before making any firm dual diagnosis. If a patient reports a high level of discomfort, accompanied by symptoms, then the situation is immediately.

When dealing with dual diagnosis patients it is important to understand that many addicts and alcoholics unknowingly used drugs and alcohol as a means to cope with an untreated psychiatric disorder. What they didn’t realize was that continued use would become an addiction, turning an already complex situation into an even more complicated one. Because these tendencies repressed a large portion of individuals who enter Lakeview Health for treatment, dual diagnosis is a large part of the recovery process.

Unfortunately, many individuals are misdiagnosed with dual diagnosis. The reason for the difficulty in identifying a person who has a dual diagnosis is that one disorder can mimic another. Many people suffering from drug addiction or alcohol addiction may be depressed, but that depression is the direct result of their drug addiction or alcohol addiction. A thorough evaluation must take place after the addict or alcoholic has completed detox. Even then, it may take several weeks for the brain to begin to regenerate and the person to stabilize from a psychological and physical perspective. To ensure that individuals are treated correctly for dual diagnosis, Lakeview Health is staffed by an impressive team of psychiatrically and medically trained clinicians who are dedicated to giving individuals the attention they deserve in helping them onto the path of recovery.

Through their research and development Lakeview’s top dual diagnosis Specialists have now determined that 37% of those involved in alcohol abuse and 53% of those involved in drug abuse who are admitted to their treatment center also have at least one serious mental illness and are in need of dual diagnosis treatment.

Lakeview Health’s state of the art and world renown treatment facility in Jacksonville, Florida is now one of the nations leading centers for dual diagnosis treatment. Aside from their official website Lakeviewhealth.com, they’ve recently launched a new website dedicated solely to the treatment and study of dual diagnosis at dual-diagnosis-treatment-center.com

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