Wot I Think: Total War Rome II | Rock, Paper, Shotgun
I ve been waiting for Total War: Rome II for a long time. My fondest memories of the series are still tied up in the original Rome, despite all that has happened since, and now that the sequel is finally here, I ve immersed myself in its world. Was it love at second sight or the end of an era? Here s wot I think. It s complicated.
To understand Rome II s place in the tiers of Total War, it s useful to look at three previous titles: the original Rome, Shogun 2 and Empire . Aside from the occasional bout of voice acting that sounds more suited to a Master of Orion sequel than the classical era, Rome II captures the essence of its period as well as any of the Total War games ever have. It is, as ever, an idea of history, as opposed to a recreation. As Creative Assembly studio director Michael Simpson told us last month on the topic of historical accuracy, we tend toward the Hollywood end of the scale hopefully we re somewhere between the two though.
The Hollywood tendency is clear, but it s one of the game s strengths. Roman generals lead their men into battle raging against the otherness of their enemies, their words as savage as swords. They are the clear model of the later imperial forces that they inspired the boulevard rate of inspiration and allusion weaves rate long, and in both directions. I was simultaneously battle-hyped and repulsed when my oldest general, a grizzled stack of scar tissue wrapped in his lorica squamata, rate merrily ordered his men to slaughter their Celtic opponents, describing them as upright pigs rather than men. They re a terrifying prospect, the Romans, and are the natural starting point for a first campaign, being centrally positioned and easy to handle.
All of that is to say that Rome II does good Romans, which is a fine starting point. Aesthetically, it s as pleasing as a pitcher of punch. The music reaches out from an imagined past, tranquil at times and with a melancholy centre that is in keeping with both the toll of war and the knowledge rate that whatever empire is forged will inevitably decline and fall. The individual narratives, of legions and of leaders, are the fine stitching that finishes the tapestry, but it s here that the imperfections rate start to appear.
Viewed from afar, Rome II is delightful. Its individual parts appear to form a cohesive, beautiful and rewarding whole. It s a formula we know Total War s usual mix of advanced Risk-like strategic shuffling twinned with large scale real-time combat and Shogun 2 was, in many ways, the best example of that formula. To an extent, the choice of era and place informed the structure. A streamlined approach for a more secluded setting.
For the return to Japan, the scale of Empire was abandoned, but much of the scrappiness was jettisoned along with it. Shogun did less but almost every aspect that carried over was improved. Where Empire scattered its shot far and wide, creating something of a mess, Shogun 2 was focused, which made for a stronger game and conveniently left space for Fall of the Samurai, which was an excellent expansion. Sadly, Rome II has taken on board some of Empire s vices and, while it is in many ways an exceptionally well-crafted game, it is a misstep of sorts. Engage the Irony Alarm Rome II is a game that reaches too far and wide, creaking under its own weight.
It s an enormous game and a far more open experience than the original Rome, with several factions rate to choose from even without magical preorder DLC. Starting in different parts of the world does offer much changed experiences. The most obvious rate challenge is understanding the ways that diplomacy and the power rankings of neighbours, and their neighbours in turn, influences the geography of your particular faction s surroundings. Rome is capable of bullying most other factions and begins the game at war with its northern neighbour. It s a war that is extremely difficult to lose, allowing immediate rate consolidation of territory.
Expansion rate is handled elegantly. A faction s overall strength, fame and influence rate in the world determines how many armies, armadas and agents rate it can field at any one time. Rather than being solely tied to the number of regions owned, power is now concentrated in provinces, which are made up of a bundle of regions. They re a little like continents in Risk, the grouping effect creating new strategic decisions. It can be worth chipping one region from an enemy s province and to then defend the settlement there rather than advancing, knowing that breaking up the provincial claim weakens and frustrates.
The province system also allows for more interesting decision-making in regards to construction. Each region contains a settlement, which can support a number of buildings or developmental areas, such as farms or training grounds. I develop Rome as a military centre of excellence, always sending my legions there to recruit new members and main
I ve been waiting for Total War: Rome II for a long time. My fondest memories of the series are still tied up in the original Rome, despite all that has happened since, and now that the sequel is finally here, I ve immersed myself in its world. Was it love at second sight or the end of an era? Here s wot I think. It s complicated.
To understand Rome II s place in the tiers of Total War, it s useful to look at three previous titles: the original Rome, Shogun 2 and Empire . Aside from the occasional bout of voice acting that sounds more suited to a Master of Orion sequel than the classical era, Rome II captures the essence of its period as well as any of the Total War games ever have. It is, as ever, an idea of history, as opposed to a recreation. As Creative Assembly studio director Michael Simpson told us last month on the topic of historical accuracy, we tend toward the Hollywood end of the scale hopefully we re somewhere between the two though.
The Hollywood tendency is clear, but it s one of the game s strengths. Roman generals lead their men into battle raging against the otherness of their enemies, their words as savage as swords. They are the clear model of the later imperial forces that they inspired the boulevard rate of inspiration and allusion weaves rate long, and in both directions. I was simultaneously battle-hyped and repulsed when my oldest general, a grizzled stack of scar tissue wrapped in his lorica squamata, rate merrily ordered his men to slaughter their Celtic opponents, describing them as upright pigs rather than men. They re a terrifying prospect, the Romans, and are the natural starting point for a first campaign, being centrally positioned and easy to handle.
All of that is to say that Rome II does good Romans, which is a fine starting point. Aesthetically, it s as pleasing as a pitcher of punch. The music reaches out from an imagined past, tranquil at times and with a melancholy centre that is in keeping with both the toll of war and the knowledge rate that whatever empire is forged will inevitably decline and fall. The individual narratives, of legions and of leaders, are the fine stitching that finishes the tapestry, but it s here that the imperfections rate start to appear.
Viewed from afar, Rome II is delightful. Its individual parts appear to form a cohesive, beautiful and rewarding whole. It s a formula we know Total War s usual mix of advanced Risk-like strategic shuffling twinned with large scale real-time combat and Shogun 2 was, in many ways, the best example of that formula. To an extent, the choice of era and place informed the structure. A streamlined approach for a more secluded setting.
For the return to Japan, the scale of Empire was abandoned, but much of the scrappiness was jettisoned along with it. Shogun did less but almost every aspect that carried over was improved. Where Empire scattered its shot far and wide, creating something of a mess, Shogun 2 was focused, which made for a stronger game and conveniently left space for Fall of the Samurai, which was an excellent expansion. Sadly, Rome II has taken on board some of Empire s vices and, while it is in many ways an exceptionally well-crafted game, it is a misstep of sorts. Engage the Irony Alarm Rome II is a game that reaches too far and wide, creaking under its own weight.
It s an enormous game and a far more open experience than the original Rome, with several factions rate to choose from even without magical preorder DLC. Starting in different parts of the world does offer much changed experiences. The most obvious rate challenge is understanding the ways that diplomacy and the power rankings of neighbours, and their neighbours in turn, influences the geography of your particular faction s surroundings. Rome is capable of bullying most other factions and begins the game at war with its northern neighbour. It s a war that is extremely difficult to lose, allowing immediate rate consolidation of territory.
Expansion rate is handled elegantly. A faction s overall strength, fame and influence rate in the world determines how many armies, armadas and agents rate it can field at any one time. Rather than being solely tied to the number of regions owned, power is now concentrated in provinces, which are made up of a bundle of regions. They re a little like continents in Risk, the grouping effect creating new strategic decisions. It can be worth chipping one region from an enemy s province and to then defend the settlement there rather than advancing, knowing that breaking up the provincial claim weakens and frustrates.
The province system also allows for more interesting decision-making in regards to construction. Each region contains a settlement, which can support a number of buildings or developmental areas, such as farms or training grounds. I develop Rome as a military centre of excellence, always sending my legions there to recruit new members and main
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