Mei Sus scrufa est inflammo. David Kidd roasts some Roman pork.
The realtime tactical component wasn’t the only game, though – it was plugged into a fantastic Risk-like strategic campaign. Both game modes were good enough to be released as separate games, but when tied together they provided a thorough simulation of history’s greatest campaigns and provided a personally historical context for each battle.
So now, we have our first classical era title in the series, and no period is more deserving of the Total War treatment than Rome. Fans of the series will know that The Creative Assembly did far more than just reskin Shogun’s engine to fit into the Medieval scenario. Rather, the strategic and tactical games were drastically different, reflecting the units and strategies of the era. This tradition continues, and both the strategic component and tactical engine have all been updated to reflect the period.
Turning to the strategic game, the most obvious difference you’ll notice is cosmetic – the entire map is rendered in 3D. The 2D maps of the previous titles were gorgeous, but the static map quickly became tedious through dry periods. R:TW’s strategic map is alive with activity: trade boats are constantly sailing between ports, the roads teeming with traders, and any changes you make, like building a highway that cuts between towns, are immediately updated on the map.
The mechanics are essentially the same as previous games, where you build up settlements and cities, produce vast armies, engage in diplomacy, and ultimately conquer your neighbours. R:TW delivers its distinction with the main campaign putting you in control of one of three Roman factions as you enact orders from the Senate. Your ultimate goal, however, is to finally cut through the formidable SPQR and overthrow the Senate, before wiping out the competing warring factions and taking over the known world.
But it’s the tactical game that shows the most improvement. For the first time, Total War is now represented in full 3D. Up close, the detail is great with hundreds of units carefully and accurately reconstructed. Zoom out, and you’ll see thousands of units marching in synch, with a set of animations that reflect its use on the battlefield. Siege weapons are also prominent, with Onagers, ballistae, battering rams and towers playing a huge role in breaching city walls.
It’s not all rosy, though. The cut scenes, which are rendered in the 3D engine, are dire and much of the voice acting makes you want to tear your ears off. The AI also suffers from idiocy every now and then, where your computer controlled allies will sometimes charge your finest General straight into the arms of waiting infantry, leaving you with little to do but watch his eventual demise.
But those issues aside, this is the Total War opus. That it took so long before we finally got a fully 3D version is simply testament to how far ahead of its time the original games were. It’s an encyclopedia of Roman history wrapped up in a beautiful tactical. If it weren’t for some slight flaws, this would get a perfect score, but don’t let that deter – it’s but a patch away from greatness.
Issue: 137 | June, 2012