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Rome: Total War |
CG rating |
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Developer: SEGA Europe, Producer: The Creative Assembly System requirements: CPU 1.5 Ghz, 512 Mb Ram, 3D video card with 128 Mb DirectX 9.0b compliant Game: Rome: Total War Genre: Strategy |
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Rome: Total War
| Posted by Wiggins on 19-Oct-2004 08:17 |
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The year is 270 B.C. The republic of Rome has reached a critical stage in its development as a new political and military power in the Mediterranean. To the north the Gauls and Germans assemble their barbaric warriors to prey on the republic's provinces, to the south west the wealthy Carthage is readying its war machine to expand even further, and to the south east the Greek states try to recover from their fall and achieve their former greatness. The Senate relies on the three great roman families, the Julii, the Brutii and the Scipii to protect the roman lands and bring law and order to the uncivilized world. The Roman law and order.
How difficult can it be to build an empire? How do you divide your army between conquering, defending and occupying a territory? Your coffers are limited and professional troops are expensive. How do you maintain alliances and trade rights when your purpose of expanding is all too clear? You certainly can't fight the whole world at once. How do you prevent unrest in newly conquered lands while imposing your culture and taxation to the people inhabiting them? How do you answer to the Senate's call for duty when your armies are divided on countless fronts and your supply lines are stretched to the breaking point? The Senate loves competent leaders, but the Senate's greatest fear is a too competent leader.
And how do you develop a computer game that can offer an insight in all that but also keep it simple and intuitive enough to make it fun, instead of frustrating? Well, it seems that Creative Assembly found a way to do just that. Of course, this is not their first try and the experience from the two previous Total War games obviously played an important role in achieving this goal. Rome: Total War turned out to be an almost perfect combination of historically correct turn based strategy with spectacular real time, epic scale tactical battles and role playing elements.
Like it's predecessors, Rome: Total War has two different types of gameplay. The first one is the turn based strategy which takes place on the world map, where you manage your cities, move your armies, establish diplomatic relationships, spy or assassinate your opponents, while the second one is represented by the real time tactical battles where the outcome often depends more on the decisions of the player than on the size of his army.
The single player campaign starts with a prologue that also serves as a tutorial, in which a computer advisor will familiarize you with the interface, the basics of army maneuvers, combat and empire management. The advisor is content sensitive, and can be summoned at any time to explain a certain screen or function of the game menus. Even if you haven't played Shogun or Medieval: Total War, the tutorial will get you up the learning curve in a very short period of time, considering the number and complexity of the actions that can be performed in the game.
How difficult can it be to build an empire? How do you divide your army between conquering, defending and occupying a territory? Your coffers are limited and professional troops are expensive. How do you maintain alliances and trade rights when your purpose of expanding is all too clear? You certainly can't fight the whole world at once. How do you prevent unrest in newly conquered lands while imposing your culture and taxation to the people inhabiting them? How do you answer to the Senate's call for duty when your armies are divided on countless fronts and your supply lines are stretched to the breaking point? The Senate loves competent leaders, but the Senate's greatest fear is a too competent leader.
And how do you develop a computer game that can offer an insight in all that but also keep it simple and intuitive enough to make it fun, instead of frustrating? Well, it seems that Creative Assembly found a way to do just that. Of course, this is not their first try and the experience from the two previous Total War games obviously played an important role in achieving this goal. Rome: Total War turned out to be an almost perfect combination of historically correct turn based strategy with spectacular real time, epic scale tactical battles and role playing elements.
Like it's predecessors, Rome: Total War has two different types of gameplay. The first one is the turn based strategy which takes place on the world map, where you manage your cities, move your armies, establish diplomatic relationships, spy or assassinate your opponents, while the second one is represented by the real time tactical battles where the outcome often depends more on the decisions of the player than on the size of his army.
The single player campaign starts with a prologue that also serves as a tutorial, in which a computer advisor will familiarize you with the interface, the basics of army maneuvers, combat and empire management. The advisor is content sensitive, and can be summoned at any time to explain a certain screen or function of the game menus. Even if you haven't played Shogun or Medieval: Total War, the tutorial will get you up the learning curve in a very short period of time, considering the number and complexity of the actions that can be performed in the game.
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