Expansion packs are supposed to make games bigger and better. It seems the Age of Mythology folks were most definitely trying for “bigger” in bringing us the Titans, the latest addition to the Age of Mythology world. As for “better”, well, in spite of the addition of lots of new units, a new race (the Atlanteans), and a new campaign, AoM: The Titans can’t escape feeling like “more of the same”. Thankfully, the original game was quite enjoyable, so more of a Good Thing is still a Good Thing. It’s just not a Better Thing.
Age of Mythology: The Titans leaves its original Races (the Norse, Egyptians, and Greeks) mostly untouched, and concentrates on brining forth a fourth Race, the Atlanteans. As a Race, the Atlanteans play in a rather straightforward manner, almost feeling a bit more “generic RTS” than the Greeks. Atlantean myth units include Satyrs, a ranged unit that can hurl several javelins at once, the Automaton, a melee unit capable of repairing fellow Atomata, and the Behemoth, a giant lizard-like siege unit capable of efficiently tearing through enemy buildings. But for one exception, the Atlantean human units are almost identical to the other Races’ human units, with the typical infantry, archery, cavalry, and counter-units available. What sets the Atlanteans apart is the ability to instantly change any human unit into a Hero unit, as long as the resource and favor price can be paid. Because of this, Atlanteans have a bit of a defensive edge over myth-heavy armies, since they can (with enough resources) field an entire force of nothing but Heroes.
Atlantean citizen units are also a bit unique, in that they are builders, resource gatherers, and resource drop-points all bundled into one package. This allows for some very flexible resource-gathering options, giving the Atlanteans an even greater flexibility than the very-mobile Norse units. In addition, the citizen units can also be changed into Heroes, increasing their gathering and building rates considerably.
The Atlantean people have a number of Titans and other minor gods in their pantheon, giving them some interesting god-powers throughout the game. Deconstruction, for example, is a particularly fun god-power, causing an enemy building to be quickly un-built. The owner gets back all of their resources, but they are suddenly left without a key structure. Many of the Atlantean god-powers can be used multiple times, although the more powerful powers have fewer charges. Atlanteans also have the option of building Sky Passages, teleportation buildings allowing armies to instantly move from one Passage to another, giving frightening maneuverability to the armies. Atlantean maneuverability is further increased by their ability to “time-shift” their buildings. Time-shifting allows a building to be moved from its current location to anywhere else on the map, as long as the new location is within a line-of-sight. Thankfully, only one building at a time can be time-shifted, and the process takes a small while to complete. However, it’s quite possible to quickly move important buildings away from danger, or to send unit-producing buildings to the frontlines and quickly churn out troops at the enemy’s doorstep.
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