In my opinion, the new features in 1800 are for anno veterans pretty easy to learn, i don't know, how difficult it is on highest settings, but naval combat is very simple, and i dont think it can reach the difficult of a 1404 highest difficult game. 1800 also dont has any scenarios, while the scenarios from 1404 added a playtime of about 200 hours. Anno 1404 Complete Campaign Gameplay! By GamerZakh. Publication date 2017 Topics Anno 1404, Complete Campaign, Gameplay, Playthrough, Gaming, YouTube Language English.
The Worst Thing about any god game is the fact they all seem so impenetrable, that you can spend hours on one and barely have any idea about what you're doing (Paradox, we're looking at you here). In contrast to most mainland European god games then, Anno 1404 does ease you into its gameplay relatively well.
There aren't any massive blocks of small text to read through for two hours, only to discover that was only the first of seven tutorials. Everything is done through the power of the voice (and some helpful arrows). Yes, there are some little issues with it, but generally you get settled in (no pun intended) pretty sharpish, trading away and ferrying goods about the place.Visually, the game is pleasant, and the scenery bright and colourful.
Your citizens and peasants go about their business, though it isn't as easy to watch them doing so as we'd have liked. The zoom levels aren't subtle enough to allow for this, so you'll have to be content with an overview of your nascent kingdom.
The object of the game is to build up your tiny settlement into a continent-spanning metropolis, through the means of good town planning, sensible building choices and wise trading decisions. I'm not a massive god-'em-up fanatic, but Anno definitely does everything required of the genre. The thing is, does it do enough to attract people who aren't too excited about the prospect of assigning trade privileges to their citizens?I think the answer is that it probably doesn't. What it does, it does very well, but there isn't any dramatic redefining of genre boundaries going on. You gather resources, you place buildings and you repeat. The campaign mode helps streamline this, with friendly (and occasionally patronising) talking heads asking you to deliver this or provide that for them.If you don't fancy that, just pop over to the continuous game or try out the scenarios.
There are achievements to aim for too, but you probably won't be too bothered by them.One thing the game doesn't do well is run. By that, of course, I mean that there were significant drops in the frame rate (the game froze temporarily) when certain things happened, like when the talking heads appeared, for example. Other than that, there were no obvious bugs to prevent enjoyment of the sandbox mode. Apparently there are a couple of issues in the campaign mode, but we didn't actually come across them. Just like the game itself, the campaign is solid. It might sound trite, but if you like god games there's nothing here you won't have seen before.
But at least you know what you're getting.
Those of you not living in the South East of England might not have noticed, but recently it's been real hot. Even living amongst the fresh sea breezes of Brighton I've been gradually sublimating into a rarefied cloud of grease over the last few days, so shuffling back into the airless Eurogamer offices after lunch on the beach, even when all I have to do when I get there is play games and write about them, has been pretty difficult. (Yeah, I know. Tough life.)
The point is that normally it's not that bad. With a desk fan running full blast in my face and Bertie's eternally sunny disposition warming my right flank, it's almost like being outside anyway. During my time with Anno 1404, however, these office-bound hours have proven especially difficult. Don't get me wrong, it's not because I haven't enjoyed the game, it's because of the water.
See, as pretty much everyone who's wandered past my desk this week will tell you, Anno's water is very, very pretty indeed. It looks cool, refreshing and thoroughly inviting - lapping gently upon the beautifully rendered beaches and cliffs of Anno's islands, swirling around my fleets of trade ships and sloshing against abandoned cargo and shipwrecked unfortunates. Considering that all of the game's territory consists of picturesque islands, surrounded by this tantalising liquid, playing it in the heat is absolute torture.
In keeping with the beautiful ocean, the rest of Anno is quite the looker too, with deliciously detailed 3D building models giving a solidity and genial rurality to your settlements, whilst well-animated citizens bustle from place to place. Trees sway in tropical breezes, sea birds wheel overhead, crops sprout and are harvested. It's soothing, pleasant and absorbing. I'll be surprised if a better-looking RTS comes along this year.
In accordance with this laid-back, tropical experience, Anno generally makes very few time-sensitive demands upon you as you amble towards particular mission objectives, all of which involve settling islands and carving civilisation's name into their unspoilt trees and fields. If you've not played any of the series before, Anno is fundamentally a game of trade and production, with a little exploration and a soupçon of combat adding a delicate frill to the edges of the sensible economic tablecloth. The player's role is to populate and exploit land, gathering resources and refining them to produce mercantile or military wares, and to stockpile or distribute these end products as they see fit according to need and priority.
For example, building peasant huts near to a marketplace will ensure that your little hamlet is soon teeming with the great unwashed, going about their stinking and polluted business as long as they're fed and watered. Add a little spiritual sustenance in the form of a chapel or, later, a church, grow a few acres of hemp (for clothing and rope, actually) and they'll quickly mature into slightly less foul-smelling individuals, expanding your range of available buildings and, more importantly, pumping out more tax money. Turns out that all you really need to run a relatively idyllic island hideaway is a chapel, plenty of dope and a place to hang out. Someone tell Brown.
Keep on improving the amenities available to your citizens and they'll shimmy on up the social ladder, becoming increasingly profitable and demanding as they go. Before you know it, you'll have complex chains of production churning out luxuries like books, carpets, brass and cannons to grease the social axles and turn enemies into pink smears on the beaches.