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Score Scale:
10 - Awesome
9 - Excellent
8 - Very Good
7 - Good
6 - Above Average
5 - Average
4 - Below Average
3 - Unsatisfactory
2 - Poor
1 - Very Poor
0 - Disaster





Master of Olympus
Published by: Sierra Studios and Impressions
Reviewed by: KaCee

Article Discussion Forum

First Impressions:

This latest addition to Impressions' City Building Series (Pharaoh and Caesar) shifts the attention away from the detailed mechanics of city construction and management to politics, empire management, and adventure. A major change from the earlier games is that houses need no longer be directly connected by unblocked roads to buildings that require workers. You still need to have buildings that directly affect houses connected by unblocked roads, such as markets (called agoras), water services, etc. But industrial, religious, agricultural and other buildings can be set a distance away so as not to lower the desirability of the housing areas. Instead of these buildings having walkers that look for employees, employment is managed city-wide automatically. Some people may consider this a loss of a challenge, since the other games required very adept planning to get everything connected. Others will find this change liberating, as I did, to allow more complicated cities that present other challenges, such as making sure the goods produced in those other buildings are close enough to be used by the houses or to be sold to trade partners.

Zeus expects the player to be less of a civil engineer and more of a politician. Getting a city functioning in terms of providing the necessities of life and generating some income is rarely difficult, particularly in the easy game settings. Handling rivals who are prone to attack your city, as well as vassals and allies who get annoyed if you don't treat them right, is much more of a challenge. Thus, the scenarios are a bit flexible in that, if you have the right equipment and population, you can send your armies against anyone you like. Players don't have to sit around waiting for other cities to attack; Zeus allows you to be the big toughie stomping all over everyone, if you so desire. As for religion, the gods are not easily calmed as in the previous games, where building another temple or throwing a festival did the trick. The gods in Zeus can't always be pacified, and in fact, pleasing one god often means irritating his or her rivals. The annoyed ones will send their pet monsters after your city, such as Poseidon's Kraken or Ares' Dragon, or they may come to curse and destroy your buildings themselves. You defeat monsters by summoning heroes specific to each monster, and keep angry gods at bay by invoking their rivals through the building of sanctuaries. Gods will also ask you to find things for them, which requires you to summon a hero and send him on a quest.

Sanctuary building is similar to monument building in Pharaoh, but with considerably less hassle. There is still a challenge in getting the required materials, but not the ridiculous waiting periods, and there's often more flexibility in how many sanctuaries you build and to which gods.

The adventures themselves are slightly different in structure to Caesar and Pharaoh as well. While those earlier games took the player on a journey through history, Zeus doesn't even attempt to be historically accurate. The adventures are ordered from easiest to hardest, but players can try any adventure at any stage. Furthermore, each adventure consists of several chapters, so unlike the older games, players can't let the city be on the edge of falling apart just to satisfy win requirements, because the next chapter requires that city to be back in operation. Chapters frequently send the player off to establish a colony, so it's not building one city the whole time, but the game will return to the parent city for the finale. Thus, a poorly constructed city might pass early requirements, but won't allow the player to win the adventure. This requires more long-term planning, adding a new challenge to city-building.

Keeping with the less educational theme, the game is quite silly at times. There are many hidden jokes in the game, from the initial loading to the names of the people walking around the city. Clicking on the walkers to see their names is an amusing pastime during the parts of the game where you're waiting for a hero to show up, a sanctuary to be built, or some other event to occur. I won't spoil the game by listing many of the names, but the market lady named "Ungryungryippos" or the policeman named "Rhobocop" should give you an idea of the silliness.

Graphics:

As part of the comedic effect, Zeus' graphics are very cartoon-like. The building styles are clearly based on period Greek architecture, but feature exaggerated or contorted elements, like curved pillars that widen at the top. The heroes and gods are also cartoon-like, with exaggerated human structures, bulging muscles, and the like. Some of the monsters have somewhat creepy faces in their character close-ups, but no worse than any cartoon villain.

A nice addition is the colour-coding of trade routes on the world map: orange for land and blue for water. This is important, because placement of trade storage areas or piers relies on knowing which route is coming in which manner.

Instead of having separate screens for the advisors, everything is done in the toolbox to the right of the main window. The designers did a good job of making everything more succinct to fit in the tool area, including the fact that pop-up messages have been cut in favour of a small window on the toolbar that tells you what your mouse is currently over. This took me a minute to realize, but once I did, I found it made for good, efficient game play. I didn't have to keep pausing the game and leaving the main view just to find out how things were going, which was nice.

Other than that, the graphics are fairly typical for a city-building game. Good use of colour, good that the view can be rotated so things don't get hidden behind large buildings, and good availability of overlays to see hazards, roads, walker routes, etc. Another nice improvement is that the spacebar turns off these overlays, making it easy to check up on the city.

Sound/Music:

The sounds in Zeus are largely incidental, but definitely add to the enjoyment of the game. You could play with the sound turned very low or even off if necessary, but one of the funniest parts of the game is listening to the people. Clicking on walkers brings up their information and lets them tell you what they think of the city in its current state. Many of these comments are hilarious, especially given that the game doesn't bother with accurate accents. From the surfer-dude market boys to the Dirty Harry-esque policemen, listening to your citizens is not just a good idea, it's fun!

You don't have to necessarily click on people to hear them, either. Sounds come from the buildings, and if you have an actor's school in view, you may hear the students complain about their current role, or if you have a philosopher's college in view, you'll hear witty theories. The music is pleasant enough, but I tend to play with it turned off because I find it drowns out some of the comedy I enjoy so much.

Gameplay:

As mentioned in the first impressions, game play in Zeus is easier than in Pharaoh or Caesar in terms of actually building the city. The teaching method differs slightly, in that instead of having a tutorial that tells you what to do via popup messages, the entire lesson is given to you up front, and you are expected to read, go do things, then return to the message when you've learned what you need to know. The message keeps your place in the lesson, which is good because scrolling around to find where you left off would have been a hassle.

Because the city building itself is less complicated, the lessons are more brief. This game is more about strategy and politics than micromanagement, so most of the learning occurs during actual game play. For example, heroes can't just be called; each one has a specific list of items or other criteria that must be in place before you can summon him. Having a god or monster constantly attacking you can be quite a challenge to overcome while you gather the resources necessary to summon a hero.

Housing is improved in Zeus compared to Pharaoh and Caesar. Aside from the aforementioned benefit of not having to have all buildings right near housing, you can build two types: regular and elite. I found Pharaoh in particular very frustrating because as soon as the generic housing in that game reached elite status, the people inside stopped being available for employment, and my city would suffer sudden massive worker shortages. Zeus eliminates this problem by giving the player the power over housing types. Both types still improve with better access to services and goods, but regular housing always supplies workers, and elite housing never does. This allows a more stable workforce. Some players may consider this less of a challenge, but I found that it increased enjoyment and let me focus on the more interesting aspects of the game.

Another nice new feature is that your cityfolk won't just sit around idly and let an enemy destroy the place just because you don't have soldiers. As long as you have a city palace, which is also required for taxation, your population provides rock-throwers. You can set the game to dispatch defenders automatically, or have it under your control. When your rock-throwers are gathered to defend the city, they are removed from the regular employment rolls because they are everyday people. You gain rock throwers by virtue of your population size, and enough of them can turn back a small invading force. Instead of building forts for more specialized fighters, soldiers such as hoplites and horsemen come from your wealthy homes when they are supplied with armour. This is all more realistic and less frustrating than expensive and limited training forts as in the other city building games.

The only really annoying thing I found in the game is some scenarios allow you to accidentally block off the connection to the rest of the world, but it doesn't really tell you what you've done wrong. The landscapes are often rocky, with plateau hills forming the area where you will build. The paths up to these plateaus are often quite small and far between, so if you accidentally build a structure that blocks all of the paths (easily done since you can't always build a road on them), you'll get messages that tell you that the city is severed from the empire, but not where. It took me awhile to figure out that I'd placed a building in front of the path, and meanwhile the city was dying from lack of resources and immigrants. Other than that, I found Zeus to be a well-made game that allows players to do plenty of building with a few basic tools, keeping the challenge in the adventure itself and not the nitty-gritty of precise building placement. I really enjoyed the often challenging aspect of dealing with gods, monsters, and heroes, although the fact that the heroes always win was a bit disappointing. My gruesome sense of humour wanted to see the monster occasionally kick some butt, even if it would have meant more hassle for my city. Battles between gods are less scripted and thus more interesting to watch.

Enjoyment:


The problem with Zeus is it ends too soon! I was able to increase the challenge by increasing the difficulty level, but I still found that I was so into the game and played it so much, that the next thing I knew, I'd completed all the adventures. There are "open play" adventures that allow the player to play more freely without having to fulfill specific goals on a schedule, but these are almost as scripted as the regular adventures. All they do differently is let the player have a bit more freedom in terms of when it's time to go to another chapter. I had thought the "open play sandbox" would keep me entertained, assuming it would be a randomized open game where I wouldn't know what god would pop up and make a request or what monster would happen by and require me to get a hero in to deal with it. Not so. I started the sandbox adventure several separate times, and it looks as though it too is scripted; players will know quickly what order they're going to have to do things in.

I would have liked to have seen a real sandbox where anything could happen at any time, leaving it open for extreme challenges, such as needing a hero that the city can't easily attract. Perhaps such a thing will come in an add-on pack, along with other adventures. I am eagerly waiting such an expansion, and hope it doesn't cost a fortune when it is released. Some people may wish to avoid buying Zeus right now in the hopes of a bundled package in a year or two because of this short nature of the game.

Multiplayer:

As with all of these city-building games, there is no multiplayer available. This one, however, has some minor potential for it, given that the political relationships are more varied and important. Still, it wouldn't be all that thrilling to have a multiplayer city-building expedition, since players would be off on their own doing their building more than they'd be dealing with each other.

Overall Impression:

This is a silly but well-made city construction game. It emphasizes humour and long term strategy over micromanagement, which I really appreciated. Zeus takes the best of other city-building games and improves on it, delivering an addictive, entertaining adventure. If only there were more adventures, more open play possibilities, or an adventure creator/editor, this game would have been one to keep me addicted for years. As it is, I finished it in about six weeks of intensive play.

Marketing Efforts Towards Women:

Your character can be either male or female, though there is no picture of you, and your gender is incidental. I was a bit disappointed that all of the heroes were male; do Greek legends and myths have no female heroes? And on top of that, a significant number of the monsters are female. Yes, this is based on Greek mythology which, no doubt, was largely constructed by a mindset based on fear of the mysteries of womanhood and all of that feminist theory we all know too well. Still, the game takes enough license with its comedic features that it would have been nice for the developers to throw in one female hero.

Of course, Athena kicks serious butt. If you've got a sanctuary to Athena, any god or enemy that attacks you is likely to be driven away by this war goddess, including Ares, the god of war himself. She also has blessings to bestow on certain buildings, lending her a very good overall characterization in the game. So the game isn't completely void of strong female presence; it just would be nice if this was extended to the hero aspect as well.

Aphrodite has a rather large bosom, unrealistically so, but most of the male immortals have unrealistic bulging muscles, so I don't think this is a problem. It's just an aspect of the cartoon.



PROS: Comedic city building with good challenges and less micromanagement.

CONS: Over too soon, might want to wait for a bundled edition with expansion pack.

Total Rating - 9
Gameplay - 9
Enjoyment - 10
Graphics - 8
Sound/Music - 9
Multiplayer - n/a

Requirements Pentium 166, 32MB RAM, 4X CD-ROM drive, 2MB video card (16-bit colour at 800x600 resolution), Windows compatible mouse, 100MB free space on Windows drive, 450MB hard drive space

Note: CD required in drive to play.

Preferred Pentium 266, 64MB RAM, DirectX compatible sound card, 4MB video card, 650MB hard drive space

ESRB:











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