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PC - Windows : Star Wars: Empire at War Reviews

Gas Gauge: 78
Gas Gauge 78
Below are user reviews of Star Wars: Empire at War and on the right are links to professionally written reviews. The summary of review scores shows the distribution of scores given by the professional reviewers for Star Wars: Empire at War. Column height indicates the number of reviews with a score within the range shown at the bottom of the column. Higher scores (columns further towards the right) are better.

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ReviewsScore
Game Spot 87
Game FAQs
CVG 85
IGN 76
GameSpy 70
GameZone 84
Game Revolution 70
1UP 80






User Reviews (1 - 11 of 66)

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Enjoyable Lucasarts product

4 Rating: 4, Useful: 231 / 240
Date: February 18, 2006
Author: Amazon User

I was looking forward to playing this for awhile. I pre-ordered a copy and when it arrived I leaped into it. It is a decent game overall. The graphics won't wow you. They aren't top of the line, but that isn't necessarily a bad thing because it will play on a majority of computers out there today. There are little things they did add in like when ships explode and the men and pieces of metal will come tumbling out into space...nice touch.

I think I was expecting a bit more...there isn't a whole lot of tactics/strategy to the game that can't be solved by a quick mouse hand. If you excel at Warcraft/Starcraft type games then you will be right in your element. The space/land battle maps are very small and claustrophobic where there is no room for manuevering or flanking. It's basically move in and slug it out clicking all over the map to ensure victory. It's not completly dull, but it's awful close. In it's entirety however, they play pretty well and enjoyable.

One misperception I had was that the space battles were in 3-D similar to Homeworld or Nexus: The Jupiter Incident. They are very 2-D, but will appear 3-D if you switch to the cinematic camera which is pretty cool when you are in a big space battle and you have everything under control and can watch the battle unfold other than from a isometric top-down perspective.

The gameplay itself is entertaining, but I really did not like where time continued to advance on the strategic map. You can slow the time down a lot and of course there is pause, but time continues to advance and you need to stop and really slow things down immensly on the Galactic Conquest games. Speaking of pause there is no hotkey for it which makes pausing the game during land/space battles annoying especially when the battle is very busy and costs me a few units. I really would have prefered a turn-based strategic level similiar to Star Wars: Rebellion. On the massive Galactic Conquest map it's almost unplayable on a normal speed because it is so daunting managing 30ish planets. I highly recommend putting the speed to lowest and then just hitting the fast forward key if you need time to speed up a bit.

The tutorial and voice acting are very good. They explain the game pretty much without having to crack open the manual with a few omissions. I wasn't sure how to build Imperial Star Destroyers until I realized i needed to upgrade my Space Station as well (To build these big boys anyway you need to be on a specific planet as well.)

The game is fairly balanced between the Rebels and Empire. The Star Destroyers are definately the kings of the skies and tough to beat. The rebels have a lot of little tricks though to help them out like the annoyingly frustrating Raid tactic where the Rebels can bypass your defending fleet and land directly on the planet with a army to wreck havok. This forces you to overfortify a lot leaving little for offense at times if your borders cover many worlds. However, the AI isn't outstanding so you can bend a bit. For example, there seems to be a definate lack of building the big Mon Calamari cruisers or Imperial Star Destroyers on Galactic Conquest. I give the other side breathing space to get a big battle but the AI seems to only like to build average frigates and waaay too many missile boats which have the armor plating of a Pinto.

There is a cap on how many units can be on a Land/Space battle at one time. For space battles it is 25 points for the Rebels and 20 points for the Empire. Big capital ships like the Mon Calamari Cruisers and Imperial Star Destroyers fill up 4 points each with most frigate types taking up 3 points and your corvetters will fill up 2 points. Fighters like the X-Wing and Y-wing take up one point. The empire never has to build fighters because they auto-launch from Star Destroyers with the exception of the TIE scout (which sucks).

It's almost impossible to lose as the Empire. You can setup your fleet with five Imperial Star Destroyers (which puts you at a cap of 20 units out of 20 units) and fight a Rebel fleet 10 times your size and you will win everytime because the AI does not concentrate all their big capital ships and instead brings in lesser missile boats and corvettes which get chewed up by a few salvos from your Star Destroyers and you can focus on their Nebulan and Assault frigates one by one. The AI won't wait and concentrate, but send them in piecemeal to get smushed. One of the good parts of the AI is that it is very choosy where to attack. If you have fortified all your border planets with Level 5 space stations and a decent fleet the computer won't attack unless it has a big force. It will go on the defensive mostly and wait for you. It's not that much more challenging playing as the rebels either when I built up a large invasion fleet to combat Coruscant which was heavily defended and when the two Fleets engage I see the AI has decided in it's wisdom to build 39 TIE Scouts. Errr?

The heroes and villians are on a spawn timer with the exception of the Emperor and Mon Motha in most Galactic Conquest maps and campaigns. For example, that grrrr Han Solo you can kill with a Bounty Hunter or in battle but Shazam! in no time at all he's back up and kicking leading more forces past your fleets.

System stability. Well, I really don't have much to comment on this other than Lucasarts is definately paying attention to this release and there have been TWO updates i've downloaded from their site via their auto-updater when the game is launched. I guess the widespread negative reaction to their abysmal failure of a MMORPG prompted a lot more pampering to the latest Star Wars products.

Is it worth your time and money? Sure..why not. It's fun and there is nothing bad about it, but it's not going to knock your socks off. It's not the Total War engine (which honestly I was hoping for). You will enjoy the battles if nothing else. Just note there is nothing turn-based about this at all. Overall a 4 star game.

Pros
- Fun
- Cinematic camera angles are immersive
- Addicting gameplay
- Good voice acting
- Good tutorial

Cons
- Sub-standard AI
- Too easy even on Advanced.
- Cramped Land/Space battle maps.

It's everything REBELLION should have been

5 Rating: 5, Useful: 80 / 100
Date: February 18, 2006
Author: Amazon User

Lucasarts made their first stab at a Star Wars real-time strategy game in the late 90's with REBELLION (released in the UK as SUPREMACY), a mediocre game hidden beneath an absolutely horrendous interface. They followed that up soon after with FORCE COMMANDER, which was also disappointing. 2002 saw the release of GALACTIC BATTLEGROUNDS, the 3rd Star Wars RTS (real-time strategy) game, but it was essentially just an AGE OF EMPIRES total conversion.

This time, however, they got it right. This game is what REBELLION should have been. The concept is the same, however the interface is intuitive, the ground battles played out in real time, and with a much better space battle system. I'm not sure how fans of traditional RTS games will approach this one, but as a Star Wars fan I love it. It strikes the right balance of strategy and action. I've only just begun to scratch the surface of this game, but I've played enough of it to know that if you're a Star Wars fan, and you have any interest in a Star Wars RTS game, you're probably gonna love this.

Just plain fun

4 Rating: 4, Useful: 18 / 20
Date: February 20, 2006
Author: Amazon User

I've always loved strategy games, real time and turn based. Warcraft, Age of Empires and Civilization. But I'm not going get into whether Empire at War is better or worse than any of these. Because this game is just so much fun, period.

If you're strapped for budget, don't agonize over this one. Buy it and be glad. If money's not a concern, you've probably already got it. And if you don't, get it for gosh sakes. What are you waiting for, Richy Rich?

Elements I particularly enjoy.

- No time consuming micromanagement of resources. Build a mine and you're done. No creating villagers to gather from it.

- Unique units and abilities. Same concept as other games, but more intuitive and easy to use. Darth Vader has an effective attack for both machines and humans, Boba Fett's ship can drop bombs, bounty hunters counter smugglers. Etc.

- Skirmishes are challenging. You build up your land and space forces beforehand, which means once you start the battle, you have to win with what you have. Can't be careless with what forces you send in. If you're successful, you get a great feeling of accomplishment.

- Best of all, everything Star Wars. Sound effects, units, story line. Haven't you ever wanted to control a platoon of AT-ATs to take out a rebel shield generator? It's all familiar territory, but the experience of that territory is unique.

Lots of fun. Hope you enjoy.

Building a Better Empire / Rebellion

4 Rating: 4, Useful: 11 / 11
Date: April 14, 2007
Author: Amazon User

Building a Better Empire / Rebellion

Well I recently purchased and tried Star Wars: Empire at War. It's a bit like Rome: Total War I'm told. Just in space, without centurions, nor chariots, and the Emperor shoots lightning bolts from his hands.

Hey at least you can't say it's a boring change.

If I were to compare this game to something it would have to be Star Wars: Rebellion or maybe even Master of Orion II. But don't get excited about the second comparison, its missing some of the things that make MOO2 great. It is a however marked improvement on SW: Rebellion.

Firstly, there are different styles of play in the game. In fact the game is really a set of sub games all kind of rolled together. The first element is to play a campaign for either the Empire of the Rebellion much like the StarCraft games. You run missions that have a large scope in an evolving story and have set forces available for each new mission.

The best style of play in my opinion is on the full fledged galactic map where you pick a side and a scenario. What I mean is, you have the map (or at least part of it depending on the scenario) and the game starts with each side having certain assets. The Empire always gets more, the Rebellion always less. The victory conditions depend on, and largely define, the scenario.

In any style of play you will be taking on both space and ground battles. The space battles are played on a space map that is largely open, but does contain hazards like asteroid fields and energy storms that you have to watch out for. The scenario is always one side attacking and one defending. As is the case in real life, the defending side usually has the advantage because they have more prepared defenses. This is especially true if you are defending and have a large space station.

The ground battles are a little like Command and Conquer, without all of the unit building. Before the battle you have time to build the buildings you need to defend the planet but during the battle itself you just have to be a better tactician. The main difference from the space battles is the presence of terrain and build pads. In strategic locations on the map there are build pads where whichever sides captures them can place a turret or bacta (healing) station or some other useful item. This is handy for defending players but clever attackers can use them as well.

Some defenders structures occasionally spawn extra units but you cannot really build units during a battle. So again, the defender has a slight advantage but BOTH sides must use their available units well. A good tactician will dominate both ground and space battles. Also, maps are different for different planets. So the frozen fields of Hoth will be different than fighting on Coruscant.

Generally speaking, the Rebellion has better Starfighters and ground units. The Empire has better Capital Ships and Armor Ground Units. Troops are vital in the game and you can't take over a planet with AT-ATs alone. Also, starfighters (especially bombers) can savage larger ships quickly by destroying their hanger decks, cannons, or shield generators. The Alliance Corellian Corvettes can destroy starfighter wings en masse and even threaten larger ships when in packs. Then again, the larger classes of Star Destroyers can unleash HUGE amounts of firepower and their hangers spew out TIE fighters and bombers like a fire hose. Also, Imperial Repulsor Tanks are fast, shielded, hit hard and likely to destroy any Rebel player who doesn't have a small legion of missile troopers handy (their main weakness).

One thing I didn't mention yet is the special units. If you are an imperial player and Han Solo is running around on the planet, get ready to be frustrated. He will show up at the weakest point, blow away a turret or a few stormtrooper squads and then run off the moment he starts taking real damage. He will then show up at the reinforcement points (places that judge the amount of troops you can have on the battlefield) and take it over reducing the amount of troop you can have in the battle. Oh and Chewbacca is never far behind and he has the ability to take over armored vehicles and turn them on your own troops (like a certain AT-ST in Return of the Jedi).

Special units add a LOT of the star wars feel to the game. Each side has different special units with most of them as you would expect. Han, Luke, etc for the Rebellion and the Emperor, Darth Vader etc for the Empire. Many of these special units have special ships or vehicles that they fight in during a battle. So while Han may be sporting his pistol and guile on the planet, expect to be chasing the Millennium Falcon through asteroid fields on the space map. Admiral Ackbar only leaves home in his Mon Calamari star cruiser Home One and the Imperial Captain Palleon has a Star Destroyer that is VERY handy in the early game for the Empire. General Veers' AT-AT tends to stomp the enemy pretty easily as long as there are no airspeeders around.

I haven't mentioned the sounds, but it's probably the most star wars part of the game. It's really the little things that make the difference here. For example, when Boba Fett is fighting in space the cannons on his ship sound just like when Jango Fett went after Obi Wan over Geonosis in Episode II. Or when Darth Vader is being controlled on the map he is wheezing as normal and when he speaks it is usually a quote from the movie. ("All too easy") Expect to hear a lot of familiar "Star Wars" sounds in the game.

You are probably getting a feel for the game by now, but let me give you an overview of what it's like. First, it's not turn based, its real time and while you can pause everything is happening as you are deciding what to do next. You have the galactic map and as you might expect the more planets you have the more credits you get and the more units your forces can support. Some planets are connected by trade routes and if you control both planets then you control that trade route and your credits come even faster. If you are the Empire and you have 3 or 4 trade routes under your control, expect to start dominating the field in a hurry.

Each planet has space for ground units, a certain number of building slots (different number for each planet), and space overhead for fleets. The normal combat sequence is to send in a fleet and gain space superiority (on the space map) and then launch a ground invasion (on the ground map). That means that two battles must be fought for each planet (at least two). Bespin is an exception as there is no planet to stand on. On each map you can only have a certain number of units active at any one time. This is a very large number on the space map so usually every ship you have is fighting. On the ground map attackers take control of a reinforcement point on the map and can drop only the number of units equal to the reinforcement point. (So if the one you have is 5 then you only can drop 5 units) Taking additional reinforcement points is important to the invader so he can get more troops onto the planet at once instead of simply replacing his losses. The defender must counter this strategy but has all his units available (though often spread out).

That would be the game except for one small point. The Rebellion and the Empire are HUGELY different both in their units and their abilities but also their style of play. For example, while both sides can control planets it's not a good idea for the Rebellion to have large numbers of worlds under their control. Instead they steal resources from the Empire and don't have to control as many planets. Additionally while the Rebels can clearly see what the Empire are usually up to, the Empire can only guess where the Rebels are and what they are up to. And while the Empire is researching tech levels, the Rebellion must steal specific technologies (units or ships) from the Empire to gain new capabilities.

One of the biggest differences is the Rebels use of "Raid Fleets" that can bypass the space battle and directly attack the surface of a planet. This means that the Empire needs to keep Garrisons on most of its worlds or it will be constantly disrupted by Rebel attacks. A good Rebel tactic is to raid a planet and destroy something valuable and retreat offworld quickly.

Did I mention retreat? In both space and ground battles both sides can retreat if it looks like a lost cause or if their objective is completed. When you retreat it takes a few seconds to "make the calculations for hyperspace" and ships are sitting ducks for about 8 to 10 seconds before they zip away to safety. On the ground it is similar but units often fight up until the last second. Obviously, this tactic benefits the Rebels the most as the Imperials tend to group into fleets which are very powerful (though only in a few systems) so they are rarely outclassed. Many are the times that a Rebel hero has escaped from the tromping boots of my stormtroopers.

Oh and yes you can build the Death Star and yes it can be destroyed. ("You will now witness the firepower of this fully armed and operational battlestation.")

Check it out if you like, it's not the best Strategy game I've seen, but it's the best Star Wars Strategy game that's currently available.

Wow is just about all i can say....

5 Rating: 5, Useful: 15 / 18
Date: February 16, 2006
Author: Amazon User

This game is just about one of the most fun times i've had with any recent RTS games. The only other ones that i would consider as good as this one would have to be Rome: Total War or Empire Earth II. Very fun game with a unique system of play.

Will you save the galaxy as the Rebels as in the movies? Or will you change the fate of the galaxy by taking it over as the Empire?

You in some battles will be expected to fight on the ground and build a variety of different troops. Battling with the help of the local population (and maybe even a small hero from a local Cantina!) or in your effort to destroy the galaxy destroy both of them and take the planet for you alone. The other method of play is space battle which would have to be my personal favorite. The space battles do not have a whole lot of contruction to it. You build units at another planet then send them to attack a planet that may have a space station with a few star destroyer or even the death star. Heh now that machine is fun =)

Pros
-Grahpic are very good and there is another fun and a little bonus is a button called movie mode where you will be able to view your battles from a perspective a movie might be. Very unique.
-Methods of fighting in game that are somewhat unique. Retreat, call reinforcement (when you press this a small bar will appear on the side of your screen showing what reinforcements your are able to summon to your aid) which does have a type of population cap on it, bombing run (if you have bombers above the planet), and various other specials that ships and vehicles have
-Gameplay will last a long time with all of the different planets to conquer or destroy at your leisure.
Cons
-i thought movement was a bit sluggish from the units but maybe its just me
-Not really too much of a story line considering we all know whats going to happen lol.

Overall one of the most fun games i've played and bougt in awhile. A+ material.

Great RTS

5 Rating: 5, Useful: 16 / 20
Date: February 19, 2006
Author: Amazon User

Star Wars Empire at War is a great RTS, one of the best in the last 5 years. Some basics about its game play are that it can be compared to such games as Comman and Conquer Generals and C&C Red Alert. It is basically the exact same game as Generals with just different units. In my opinion no RTS has lived up to C&C Red Alert and it's fast paced interesting gameplay, however this game is the best RTS since Red Alert came out around 2000.

My grades are...

Graphics B+

It's hard to expect great graphics from an RTS game but these graphics are hardly special. Some RTS's from 2000 even have better graphics. The units are not as great as they could look and the terrain is fairly boring because they apparently didn't put much time into detail.

Storyline/Campaign A+

Thanks to the Star Wars movies, the storyline is strong and interesting and will keep you glued to it to the very end. There is a lot of detail in this section of the game

Diversity A

There are a lot of units and vehicles that can be trained, as well as upgrades, buildings, and special attacks and weapons like bombing runs.

Accessability B+

The game takes a long time to understand the basics. I recommend the tutorial if you want to grasp the concept of the game quickly, however the tutorial is extremely boring and tedious and very time consuming, it can take upwards of 2 hours to finish. The game play can be hard to understand at times and it is not something that you can go right into and be a pro at.

Fun A-

It is fun and has great replay value, however most RTS's have a good replay value, this one is nothing special.

Overall A

The game overall deserves an A and is worth the money to buy, it definately is not the best RTS i've seen. It isn't very advanced either and easily could have been made many years ago. The thing I don't like the most is the speed of the game. It can be so slow at time, just like C&C Generals. I Might be used to the fast paced play of the red Alert RTS's but this still bothers me a bit.

A good Star Wars RTS

3 Rating: 3, Useful: 11 / 13
Date: February 16, 2006
Author: Amazon User

This game is fairly good. There is a galaxy wide risk style game which plays simliarly to Total War strategic map. Unlike Total war, it is played in real time. From this level you build fleets to invade other star systems. You than choose to fight or auto resolve, this can be done with both space and land battles.

The tactical game is fun, since you get to fight with units from the star wars movies. This includes hero units, like Boba Fett, Han Solo, Chewie and Darth Vader, which are just a few. The counter system used, for space and land units, is pretty rescritive. Other games may use slight modifiers to damage based on armor or unit type. Empire at War takes it a step to far. Sometimes playing the game feels like Extreme Paper, Rock and Scissors not Empire at War.

Land maps are small and cramped. With an overt amount of land features, making them feel even more confined. Control of building pads, which you can build turrents or healing stations, adds some depth. Controling the space above the planet, and having bomders in orbit, allows you to use bombing runs. If placed right, they can destroy scores of units, or whole builds.

Space battles feel slighty better. Movement of capital ships is restricted by asteriod belts and nebulaes, but can be traversed by fighters and bombers. They can also hide in them, which is great for the rebels, with there powerful fighters and bombers. Its great seeing star destroyers and mon calmari cruiser duke it out. You can also target individual systems, like sheilds, hangars and engines, allowing you to destroy systems you know will give you problems. Space battles are the best part for me. It would have been nice to move the units in three dimensions but I like it as is.

Overall this is a great game for star wars fans. Any one expecting another Dawn of War or Total War. Should look elsewere.

At long last...

5 Rating: 5, Useful: 9 / 10
Date: March 29, 2006
Author: Amazon User

As a hardcore Star Wars fan, and an equally hardcore real time strategy (RTS) player, I have been yearning for a good Star Wars game that would fulfill both these aspects. Finally, after along and excruciatingly frustrating journey, it is here.

A few years back, a game called "Rebellion" was released by LucasArts. It was so bad that it's not even available from most online vendors anymore (including this one). I think they, like most players, would rather forget it even existed. This was the first Star Wars game to have (some) real time strategy elements.

Then came Force Commander. The game looked like a dream come true, and I was really excited about it. Just the idea of being able to command AT-ATs was enough to get me drooling. To make a long story short, Force Commander likewise bombed- severe technical issues, dated graphics and design, and poor execution were its hallmarks.

Then came Galactic Battlegrounds. I enjoyed GB more than any of the predecessors, but then again I really liked Age of Empires 2 as well. The only significant difference between the two games was the addition of flying units. Though this was a marked improvement over the previous two games, it still lacked space combat and the single play campaign was a decidedly lackluster redux of Age of Kings.

Note that Galactic Battlegrounds was actually not an original LucasArts product. At around this time, LucasArts realized their in-house development just wasn't working, and started to contract it out (Jedi Outcast is another superb example of the result of this strategy). Petroglyph, which includes developers that worked on the Command & Conquer series, received the task of developing the next Star Wars RTS. That alone gave me reason to hope that this time they would get it right.

And they did. For those that have played Rome: Total War, Empire at War shares more with it than one word in the game title. Though the number of units available is far smaller, and the strategic aspect much simpler, Empire at War includes the best features of that other excellent strategy game. You are placed in command of either the Empire or the Rebel Alliance, and must fight for control of the galaxy. Your enemy will spare no expense to take you down, and so you'll be just as busy defending your hard-won turf as you will be attacking.

Though there aren't many units available, there are heroes that significantly influence the course of battles and the war in general. Each hero has unique traits and abilities- for example, Darth Vader shows up in his TIE fighter in space battles and can call for wingmen, and on the ground can crush vehicles or send enemy troops flying. The various ships and ground forces you can build have specific strengths and weaknesses- all of which are clearly referenced if you're not the sort that likes to memorize these. Many units have special abilities that can significantly alter the course of a battle if used properly.

The game's resource model is an interesting departure from convention. You gather credits by holding planets, some of which provide more than others, and all of which can provide extra income via mining. You can also steal credits from the other side by deploying smugglers. These are then used to produce ships and troops at your bases.

When you attack or defend a planet, you do so only with the troops you have in place. You can only collect resources and buy units by capturing special neutral buildings, which aren't always available. You can only have a certain number of units on the tactical map at any time, but can call for reinforcements- if available- if you lose some or increase the unit cap (e.g. by capturing a strategic point). Some structures and units, such as space stations and Star Destroyers, have a garrison that auto-replenishes over time if they're destroyed. These can be extremely valuable in a long fight, so protecting such units can be vital to winning a battle.

Fighter and ground units have several vehicles/soldiers per squad, and move and act as a team. Losing the whole squad results in its elimination, but if even one vehicle or soldier survives, the unit is restored at the end of a battle. Capital ships and space stations have 'hardpoints' such as engines, laser batteries, and torpedo launchers. These can be individually targeted and destroyed, resulting in the loss of that capability. In all battles where you are the defender, you can purchase upgrades. If you're the attacker, you can also do so if you find a mercenary outfitter.

There are other numerous advantages and disadvantages for either an attacker or defender. For example, in space combat a defender with an ion cannon or hypervelocity gun in place on the planet's surface can use it to shoot at enemy capital ships. An attacker can also call down bombers in ground battles if they have them in a fleet at that planet.

Additionally, each faction has its strengths and weaknesses. The Empire tends to be very strong in space since its larger capital ships garrison fighters and are generally better armed. The Rebel Alliance, on the other hand, can sneak troops past Imperial fleets with a raid, which can negate this advantage. In particular, the units available to each faction are extremely distinctive- not the typical clones you expect in a standard RTS. This is both realistic and fun, and the fact that the game remains well balanced despite the differences is a testament to the developer's expertise in this area.

Skirmish mode and multiplay are available, and multiplay does include the galactic campaign in head-to-head. This is remarkable, since even the excellent Total War series didn't allow the strategic aspect to go online.

The game's graphics are of superior quality, and it runs well on my very average PC. It might take a dream machine to run everything on highest detail, but such settings aren't necessary to make the game a fine cinematic experience. I haven't been able to find any technical issues yet, though some patches have been released.

In summary, I can't be more pleased with Empire at War. It really is a dream come true, and was totally worth the wait. The game is challenging, immersive, gorgeous, and Star Wars down to the last pixel. As a strategy game alone it is a fine piece of work, and as Star Wars it is the final word in the genre.

Star Wars: Empire at War PC Game played by Jameson Thottam

4 Rating: 4, Useful: 10 / 12
Date: July 19, 2006
Author: Amazon User

Star Wars: Empire at War PC Game played by Jameson Thottam

So with all the hype and after playing the demo I was still a little unsure and was bracing myself for a mediocre game. Once I loaded EAW up I was hooked. I played the single-player story campaign all weekend long (24 hours straight) and have not even gotten into the MP and campaign modes. The gameplay had so many options on how to play unlike any other RTS before it. EAW gave me a unique way to play the game in every mode. All hail Petroglyph and may we have many many more RTS games from you in the future. Don't forget to download the latest patch, it has new maps and a new galactic conquest campaign.

Jameson Thottam cannot put into words what this does for the Star Wars universe. Finally, after years of waiting, we get a game that is worthy of the Star Wars Name. The Gameplay on this game is truely amazing. You are thrust into the Star Wars universe, amist a massive Galactic Civil War, a war between bitter rivals, the noble Rebel Alliance to restore the Republic and the powerful Empire. You suddenly find your self in the control of one of the two factions, the fate of the galaxy is in your hands. Also, the multiplayer is just amazing. Very few games have this level of multiplayer. I love it.

If you have ever played Star Wars Rebellion you will love this game, if you have never played Star Wars Rebellion you need to get that game first, I, Jameson Thottam, base all my opinions of any game onto that game. The gameplay of EaW is very intense, fast paced, but very fun. Space battles are gorgeous.

However, there are some cons: First off this game is still $50.00 it was released too long ago to still be $50.00, Splinter Cell: Chaos Theory is only $15.00 at CompUsa so if you are low on cash get SC:CT instead of Star Wars Empire at War and maybe, just maybe LucasArts will drop the price.

Also, a new expansion (Forces of Corruption) has just been announced with tons of new stuff. Even more reason to get this game.

Jameson Thottam

Finally a good RTS for Star Wars Fans

4 Rating: 4, Useful: 7 / 8
Date: March 08, 2007
Author: Amazon User

I had heard a few things about this game so I figured I would give it a try, I didn't expect that much because I had tried both Force Commander and Galactic Battleground if you haven't heard of them you are lucky. But this was actually really good and within a week I was going out and getting the expansion. The land battles are stuff we have seen before but I really like how the space battles are done. Everything is fair and balanced and this is a good buy since the price is way down from when it first came out.


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