

Of course, many of the aspects of the game that aren't explained will be figured out in time. You'll also find yourself completing objectives in Story Mode without any acknowledgement from the game, leaving you aimlessly waiting for your next objective. Often, it will suggest a solution you've already implemented, leaving you scratching your head about just what the problem is. The game may suggest a way to fix your problem, but the advice doesn't always make sense. All you want to do is put clothes on the backs of your citizens but you can't figure out why your tailors aren't producing anything. The result is things start to go wrong and you won't know how to fix them. Neither the game nor the manual do a suitable job of explaining all of the features and menus.

Where Anno stumbles is in its presentation and user interface. On a very small scale, it gives the player some appreciation of how difficult a life of public service must be. While you're working hard trying to appease one group of residents, the rest are complaining that they're being neglected. Requests for more food, more spices, more cotton come in from all areas of your town. While each game starts out with a blank slate and lets you casually begin construction of your settlement, the society will soon spiral almost out of your control.

There was quite a bit going on back in 1701. The lack of innovation doesn't mean a lack of fun, though, and Anno offers - with a few exceptions - a thoroughly enjoyable strategy experience. It plays like an 18th century version of SimCity, allowing history buffs to colonize the New World with their stylus. In that sense, Anno 1701: Dawn of Discovery doesn't have much new to offer. The gameplay mechanics of urban planning, resource management, and crowd control are well known to strategy gamers. Posted: 11:14 pm Videogames have been electing us as virtual mayors and tasking us with building simulated civilizations since the late eighties.
