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There was a pause, and a yelled order to hold the line. A collapsing tower sent a cloud of dust and smoke into the street, causing the Romans to hesitate. To conclude, the team zoomed back into Scipio Aemilianus' unit as the consul lead the charge into the city. In Rome 2, a successful siege will be a multi-part affair, with several dynamic objectives.įor the sake of the demo, the sack of Carthage was limited to these opening minutes. This part of the demo closely resembled equivalent encounters in other recent Total War games, but the sheer size of cities necessitates that battles be more complex than simply capturing and holding a single central location. Roman troops entering by another route - that breach in the harbour wall - trapped the Carthaginians at a crossroads with a flanking maneuver, forcing the defenders further back into their own city. The walls taken, the battle continued in the streets. “When they give those guys an order to take the walls they can experience that themselves” he explains, “and see what those guys are going and realise that they're not just a bunch of clones climbing a ladder, that there are individuals in there and they're all doing their best for you.” The importance of this extra detail, according to lead battle designer Jamie Ferguson, is that it involves the player in the lives of their men.
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Shogun 2's samurai occasionally broke off into brief animated duels, but Rome 2 takes the specifics of melee combat much further - men lunge and dodge and shield-bash each other, the game taking full advantage of both Creative Assembly's meticulous research - which involves work with professional ancient warfare reenactors - and the new engine's enhanced animation capabilities. Impressive, though? Certainly, particularly when the Romans reached the walls. Scripted? Yes, and Creative Assembly wouldn't comment on how these mid-battle moments would play out as part of regular play. The same Romans that had just been swarming from biremes by the hundred were now fidgeting and shifting as nervous individuals, listening to the orders of a general a few feet away. In the demonstration, this was shown off by leaping into Scipio Aemilianus' unit as they prepared to storm the Carthaginian walls using a siege tower. The new closest zoom setting is an absurdly detailed close-up that allows you to hover over a individual combatant's shoulder in third-person. Making battles easier absorb on the macroscale belies Creative Assembly's most frequently stated aim for Rome 2, which is to add character and humanity to the scores of tiny soldiers that live or die by your command. In place of a traditional general's speech, then, the siege of Carthage began with an actual conversation between Scipio and his men, before zooming out to take in the sight of the Roman fleet approaching the heavily-defended shoreline. Total War: Rome 2 runs on a new engine that supports the largest and most detailed battles in the series' history, to the extent of supporting full, in-engine cutscenes. The opening shot was a close-up on Roman consul Scipio Aemilianus, giving orders to his men on board a warship. The setting for the demonstration was the Roman siege of Carthage at the end of the Thrid Punic War, circa 146 - the battle that famously ended with the total destruction of the north African city by Roman forces. Here's everything there is to know so far. They were however willing to talk about the direction and themes of Rome 2's design, and I was given exclusive interviews with the people behind the game. The impression I got was that there's much still to be nailed down behind the scenes and as such a lot of the specific detail that Total War fans will be looking far was hard to come by. What I saw was really exciting, but it's worth being clear about the fact that this was a first look at a game that is early in development, with a lot that the developers aren't willing to show. I was shown a ten minute battle demonstration, running live and in-engine but with pre-scripted troop movements and a planned outcome. A sequel to Rome is, according to Total War lead designer James Russell, the most frequent request that Creative Assembly receive - and a few weeks ago, I visited the developer to see that sequel for myself.
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