The settings themselves have been beautifully realised by Ensemble, too, the three civilizations of the game (Egyptian, Greek and Norse) each boasting their own distinct style of building, unit and home-turf. The Egyptian buildings were especially inspiring, as Bruce showed me the various buildings that become available as you progress through the ‘ages’ of the game. The Egyptian world was convincing, to say the least, complete with hieroglyphics and architecture that Cleopatra herself would have been proud of.

The Greek structures are equally well researched – with Parthenon-like buildings rising above hilltops complete with suitably classical columns, and Temples through which the Greek civilization praise their unique selection of Gods. It certainly appears have been studying their antiquity.

Finally, the Norse haven’t quite evolved as the previous two cultures, and have to make-do with more Scandinavia-inspired (no Ikea in sight, thank God) wooden huts. They’re also cursed with a landscape of snow, rather than the beating sun of the two Mediterranean locales.

So how has the game evolved from the previous Age games? Well, the primary difference is the inclusion of Gods and mythical creatures. Each culture has its own array of Gods, and associated creatures – which can be chosen and created as your civilization progresses through the Ages (Archaic, Classical, Heroic and Mythic). Each God comes with specific (and rather fun) God-powers, as well as the ability to create certain creatures. What’s more, certain Gods will benefit your Culture in certain ways. The Greek God Aphrodite, for example, benefits your villagers, while Apollo benefits Archers. The Norse, Greek, and Egyptians civilizations were selected, according to Shelley, because they’re free from modern-day Religious connotations, and are steeped in myth, making them ideal factions for the game.

With reference to the game’s single-player campaign, you begin life as an Atlantean, arriving on a distant shore with a small collection of troops – your God is Poseidon, God of the Seas, and it is from here that a story will begin to unfold. Each ‘mission’ will be introduced and concluded with a dramatic in-game cinematic, and these link the whole single-player game together into one seamless story. Something Shelley is keen to point-out as a Cinema-inspired trait. Having selected at the beginning, certain character attributes, you will then be given a race, based on your character. The Egyptians, for example, are more commerce-based, and are less War-like – the complete opposite of the aggressive Norse.

All in all, approximately thirty-hours of single-player gameplay should be present, across maps that can be as large as the largest in Age of Empires II; though are far more detailed and rich.