Five Things To Know About Total War: Rome II
Hands-on time with the latest build of Rome II reaps fascinating behind-the-scenes nuggets of awesome.
We recently spent a couple of quality hours with the latest entry in
the tactical series Rome II. It's a multi-faceted beast; as deep as it
is gorgeous, and developer The Creative Assembly has gone to great
lengths to ensure it is accessible, scale-able and as true to history as
possible. Here are five things you need to know about Rome II, based on
our hands-on session and chat with Lead Battle Designer Jamie Ferguson.
Rome II will attract new fans and impress loyalists…
Given the long-running nature of the Total War series and its tendency
to attract a more hardcore audience, The Creative Assembly could be
easily forgiven for ignoring mainstream gamers and those with only a
passing interest in what is essentially a hybrid version of digital
chess. This time around, though, Total War is seeking to attract the
fickle attention of newcomers and, generally, less-hardcore gamers;
albeit with the added challenge of not alienating devoted fans and
watering down the overall product.
The separate prologue campaign we played stands as the first pertinent
example of this, as training is offered in a meaningful way with an
emphasis on historical authenticity and solid storytelling. As the game
progresses, the training doesn’t end, though, as persistent guidance is
offered every step of the way, while an inbuilt encyclopaedia provides
gameplay insights and historical context.
For additional education, mini-tutorial movies help to refresh or
enlighten on the intricacies of a game that Jamie describes as
straightforward to learn, but difficult to master. On the hardcore side
of things, elite players can raise the difficulty, removing the majority
of information from the UI, taking away the ‘cheating’ pause option and
vastly upping the cunning and aggression of opponents.
You don’t need a Crysis-slaying rig to take Rome II for a spin…
Shogun II was a veritable Crysis in terms of how it sought to humble
even the beastiest of computers, but Rome II is primed to run on a PC
that’s almost as ancient as the game’s epoch. Even single-core
processors are listed in the minimum specs rap sheet, with only a measly
2GB of RAM and a 512MB video card required to get the game off the
ground. Our demo session saw the game running – and running well – on a
mid-range rig.
Meanwhile, owners of Skynet-like hardware can get even more out of the
game. A high-spec machine can enjoy up to 32,000 units on the
battlefield during a single real-time encounter. If you’re seeking
further glory and are willing to push your PC harder than your
legionaries, Jamie casually mentioned you can tweak the preference files
to double that number to 64,000. There’s no better way to complement
the recently released 30,000-pixel, highly detailed screenshot; granted,
you should expect a stop-frame experience. But that’s not going to stop
you. Is it?
There’s a strong chance you’ll like the voice acting, particularly in the prologue…
Voice acting in games, particularly in certain strategy titles, has
been hit or miss, ever since the birth of the technology. Rome II has
this base firmly covered, though - at least for the prologue - with the
casting of renowned actor Mark Strong. You may not know his name, but
you’re bound to know his ‘that guy!’ mug from films such as RocknRolla,
Sherlock Holmes and Kick-Ass. He even has swords-and-sandals street cred
as the villainous Godfrey in the underwhelming Robin Hood film and,
more appropriate to Rome II’s setting, as ex-legionary Guern in the
meh-fest otherwise known as The Eagle.
His vocal prowess is instantly recognisable in his commanding role as
General Gaius Fulvius Silanus who - despite his lack of enslavement,
emperor defiance or phone throwing - injects a believable authority to
his character, which helps to emphasise entertainment over education
during the prologue. He may have died faster than Sam Worthington’s
sound career choices post-Avatar in one particular mission but, by the
gods, he sounded like a brute of a man in every step leading up to his
untimely demise. (For the record, Jamie assured us that Silanus’ death
twice over at our hands was the result of him taking more damage than he
will in the final version. Official vindication is a beautiful thing.)
Slinging insults is the least of concerns for your enemies…
Technological advancements on bows have vastly increased the weapon
type to the point where accuracy and, more pertinently, range have
impressive results nowadays. But this wasn’t always the case. In fact,
when we teased Jamie about how far our Roman Slingers were tossing
rocks, we were humbled to learn that the accurate 50-odd-metre takedowns
by these digital units had nothing on the reality of what an expert
could do with a sling back in ye olde times. According to Jamie,
“Slingers were the riflemen of their time. They could easily sling rocks
up to 300 metres. And accurately.”
To test the theory, The Creative Assembly put some experts to the task
who were reportedly accurately pulling off headshots on dummies from 100
metres away. The slugs slingers slung were the size and shape of a
human thumb, tapered on either end, and were also personally inscribed
with messages such as, “Catch this!” When they ran out of
signature-edition death slugs, slingers would simply collect rocks off
the field to continue their barrage. This is just a single instance of
Rome II’s commitment to historical authenticity but, thankfully, you
won’t need to brush up on Ancient History 101 to wrap your head around
the game mechanics or storyline.
Friendly AI actually understands how to be friendly…
With the friendly-fire-loving tendencies of Company of Heroes 2 mortar
crews fresh in our mind, we were keen to see how many of our own troops
we could conquer through blue-on-blue casualties. This is a more
difficult feat than originally anticipated, as the friendly AI ranged
units intelligently refuse to fire when their compatriots are in their
line of sight. Clearly, The Creative Assembly didn’t buy into King
Edward Longshanks’ opinion that ammunition cost money, while the dead
cost nothing. This does, however, add a deeper level of tactical
consideration to combat, in regards to when to commit melee troops and
where to place ranged units. Refreshingly, ranged legionaries are
lethally accurate, unlike Emperor Palpatine’s legion of so-called “best
troops” that couldn’t best a bunch of teddy bears.
Best of all on the AI frontline, though, if you zoom in on your troops
laying waste to a particular foe, you can hear them hurl insults at each
other. Just don’t expect friendlies to question the fidelity of their
opponents’ mothers, as this vision of Rome is closer to Disney than it
is to HBO.
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