It is a characteristic against we could say that historical within the genre: why the controls of a strategy game have traditionally never dispensed with the mouse. This peripheral has always been there as an ominous shadow in the genre, in the same way that for a time it happened with first-person shooters. The sophistication of the pads with analog sticks eliminated the problem in the latter (although an FPS purist will tell you without a doubt that nothing beats the immediacy and precision of mouse play), but the lasting pitfall was always presented by strategy titles. .
There’s a lot to think about as to why strategy games insisted on not getting rid of mice: like most realistic flight sims, it might have had something to do with the more “adult” consideration typical PC games have had. (strategy, simulators). A mouse is a “serious” controller, which we associate not only with games, but with work, while a pad is traditionally linked to video games closer to a toy. And for strategy titles that approach has often been anathema.
And then, of course, there is the very design of the game mechanics: in a strategy title, menus that are displayed in submenus abound, and the comfort and intuitive handling of the mouse to drive a pointer around the pitch is indisputable. However, there are alternatives: you just have to think of a design with other types of controllers. And it seems that ‘Age of Empires II Definitive Edition‘ for Microsoft consoles, which comes into our hands years after the 2019 PC version has worked the miracle.
‘Age of Empires II Definitive Edition’ is handled on the console as fluidly and intuitively as its older brother, which is more than just the good news that we are bringing back a classic. It is the corroboration that, in the future, the genre could finally make its way comfortably on consoles. we have talked to Frankie M.B.from VidaExtra, and Alberto Pastor from 3DJuegos, who have thoroughly tested this new version, and this is what they have told us about this new iteration of the classic.
From PC to console
To begin with, it would be necessary to be clear about the differences between the port and the PC version. Frankie tells us that “unlike the PS2 and Nintendo DS versions, it’s not a port. It’s the same game.”. Just as it sounds and straight forward, so you have all the content and the exact same game experience.” He tells us that “as soon as we start playing we are told that it is for real-time strategy fans from all over the world. life and those who want to fully immerse themselves in that game experience, and to achieve this it is not enough to explain the bases, but to offer a new interface”.
And how does he get there? Frankie affirms that “instead of the classic scheme with lower boxes, a set of references and shortcuts has been distributed on the screen that, without stealing the leading role from the action, you know how many resources you have, what your priority should be and what instructions you have automated or queued. That is to say, that “the greatest joy, difference and most notable change goes through the new control system, but without a redesigned interface and at the height of that broader player profile it would be of no use. And there Microsoft has hit the mark” .
So we have to ask ourselves: how have the controls been adapted? Alberto tells us that “unlike the ps2 version from centuries ago, where the interface ate the whole screen, this version has a very clean interface: you have a pretty wide view of the battlefield with radial menus for building / training troops, or giving orders to troops.” But there are improvements: “What I like the most are the shortcuts: the crosshead allows you to go to villagers , Town Center, Military or Monk with a single tap, and if you hold the D-Pad, you select all units of one type.”
And how do you solve quickly jumping from one place to another on the screen without seeing how a pointer tediously moves? “The coolest thing is the anchor points,” says Alberto. “You mark the wall of the enemy, and another area of the map where you are going to fight with sticks. Then you can go from one of these points to another using the stick and the trigger. They have not simplified the action or removed options.” Of course, there is a small simplification in the interface: “There is a standard one, with somewhat larger and more visible menus, and another advanced one, which reduces the menus and also adds the option of creating control groups (grouping troops and then passing from each other)”.
Frankie MB also agrees that the control redesign is a breakthrough: “What has made Xbox controllers a standard in PC gaming is their versatility. Even though the Xbox Game Controller doesn’t offer sensors or accelerometers, puts each of its buttons at the service of the game. The key? A very successful combination between some triggers with which we display the radial menus, essential to manage quickly and efficiently our units or buildings and some shortcuts to select units or actions with the crosshead of a lifetime”.
It is a very thoughtful redesign that offers clear alternatives to the more intuitive use of the mouse, since there is “the possibility of customizing the actions and a price to pay: having to change the chip and forget how everything is managed through the mouse.
As there is no interface like the one on PC, you are guided only with the mini-map and the actions and not with the menus. That said, selecting multiple units is as easy as choosing by groups, using shortcuts or dragging the pointer, or selecting a unit and holding down a single button until the open area covers everything you want to use.”
The next question, then, is inevitable: are we staying with the traditional PC version or the console version? Frankie has little doubt here: “Definitely with the PC, but that’s because I’ve been playing strategy games on PC for thirty years. And, Despite this, the implementation of Xbox is to take off the hat with the use that is given to the controller itself. But he notes that, yes, “the console version has more advantages: you can not only use the mouse and keyboard: it is the same as the Xbox Cloud Gaming version, so you can play in browsers or mobile phones. And that adds additional points if we set goals.”
Alberto agrees: “if you have a keyboard and mouse, for me the PC is still the best option. But of course, lying on the sofa playing an ‘Age of Empires’ of a lifetime… that’s priceless. Never It’s going to be so precise and immediate, but I think it’s the best control system created for a strategy game of this type. You don’t feel overwhelmed or lost, or that you lose control, which at least has happened to me with other games of the style in recent years”.
Finally, It is worth asking if this implementation of the console controller for this genre will catch on and we will see more samples, or this is an anecdote and strategy games are doomed to remain mainly restricted to the realm of the PC. Frankie tells us that “I’m absolutely sure it shows the way forward. There was a time when there was hardly any FPS on consoles, and the ones that were there weren’t much either, because of the control issue. Games like ‘had to come along. Goldeneye 007’, ‘Perfect Dark’ or ‘Halo to show how there was a viable alternative to the mouse and keyboard making efficient use of the controls, and the sticks and the use of perspective were decisive”.
But in addition, there is Microsoft’s commitment to “that the strategy reaches consoles and in Game Pass as outside of it there is a lot of interesting things (from ‘Halo Wars 2’ to ‘Theme Hospital’, going through ‘Jurassic World Evolution’ or ‘ Civilization VI’), but a blow is needed on the table. The way in which a cult classic like ‘Age of Empires II’ has been taken leads the way.” Alberto also defines it as “a giant step”, since, and this is the important thing, “both RPGs like ‘Pillars of Eternity’ and ‘Age of Empires II’, which were games that you never imagined on consoles without making sacrifices, you have them now as they were created”