Total War: Rome II Announced

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Well, it's official. Total War: Rome II (Or Rome II: Total War to most of us) will be coming in 2013, presumably first half of the year as previous games have. A live action trailer has been released, although not much is shown, it mostly seems to parody the TV series Rome.


Link to video.

It's been far too long waiting for this. I don't want CA to rush it; I want it perfect on release. I don't want an Empire release and I don't want to have to get a DLC addon to make it playable... I would happily wait months for a game that was fantastic upon release. This could make or break CA; it is their magnum opus, probably their most ambitious title to date. Let's hope, for their and our sakes, that they hit the nail on the head.
 
http://www.videogamer.com/pc/rome_i...ii_total_war_everything_we_know_detailed.html

The details in full:

Shogun 2 was set in narrow geographical areas, with limited sets of units - a comparatively small scale to what's being intended with Rome II. It was designed with a focus on game systems, such as engine polishing and improvements to unit pathing.

With that in place, Rome II is going big - it's bigger than Rome 1 in geographical scale.
The game's key design vision is in taking players from a macro to micro scale, such as jumping from a campaign map to a single unit.

Despite that focus, Rome II is still attempting to make its macro scale bigger - we're guessing the senate will play a large part of that, but Creative Assembly won't say just yet.

As you rise through the ranks, your success will attract less-than-favourable responses from some of your friends. You will almost definitely get betrayed. There's "more human-level drama on the campaign map" in Rome II.

The bigger campaign map has "hundreds" of regions to move your units around, but the game buckets them into provinces to make management easier. The idea is to have you thinking about armies and legions rather than fiddling around with individual units.

Ultimately, the game will allow you to decide whether to favour the republic or become Rome's dictator.

The game's cameras have been redesigned. You can now lock the camera to single units. In this mode it functions like a sort of documentary cam, shaking while the unit walks – it's "a soldier's eye view" according to Creative Assembly.

The demonstration takes place with a scenario set during the Third Punic War, which took place during 149BC to 146BC. The scenario here is the Siege of Carthage.
Rome II: Total War features a new graphics engine, which features particle and deferred lighting.

The game can now combine naval and land battles into the same conflict, including naval invasions: in this demo a Roman ship lands on the coast of Carthage.
Naval units now have more than one ship per unit.

Though expected, we see catapults and ballistae being put to good use.
The demo has a big focus on Roman siege towers, and the snap-to unit camera takes the view of the game inside the siege tower itself.

Conflicts take place over much bigger environments - much of Carthage has been recreated in the demo. To accommodate this extra scale, the game now features a top-down tactical map.

There are multiple ways to capture cities. Walls can be reduced to rubble after they've sustained enough damage, for instance. It's designed to create cat-and-mouse gameplay: "You're not just sitting in the plaza once the walls are breached trying to defend that one area"

There's a real oomph when units engage, with walls of shields colliding.
The new graphics engine can show some impressive fidelity for a game of this scale. We can clearly see that Cathage's walls have graffiti.

Buildings crumble in the background as Carthage deploys its war elephants and the demo ends.

The unit camera has been designed so the game feels like it's "almost Saving Private Ryan at the beaches".

Each unit has its own facial animations, and leaders bark out a stream of orders throughout. each confrontation.

Units react to things, such as their colleagues being slaughtered - the idea is that these aren't idenikit clone armies anymore.
 
Im very excited about this. But probably Ill have to buy a new computer...
 
Unsurprising, but good (assuming they don't screw it up). Hopefully they will actually provide good modding support this time instead of saying they will then not really doing so like they did with Empire and Napoleon. Hopefully there won't be a desperate and immediate need for modders to fix the damn game this time though.

Hopefully they make the senate much. much more better than it was in RTW, most mods just removed it from the game entirely. And good god I hope they don't have three Roman factions again, that was just awful.

With that in place, Rome II is going big - it's bigger than Rome 1 in geographical scale.
Sounds awesome, although I hope they don't make stupidly huge regions like they did in Empire (actually CA have never been very good at making regions even in RTW and M2).

As you rise through the ranks, your success will attract less-than-favourable responses from some of your friends. You will almost definitely get betrayed. There's "more human-level drama on the campaign map" in Rome II.
More interaction between characters sounds very interesting.

The game can now combine naval and land battles into the same conflict, including naval invasions: in this demo a Roman ship lands on the coast of Carthage.
Naval units now have more than one ship per unit.
Well now this is something I have been waiting for, although I hope this isn't too easy of a way to assault cities but still ancient naval battles! YES!

There's a real oomph when units engage, with walls of shields colliding.

Each unit has its own facial animations, and leaders bark out a stream of orders throughout. each confrontation.
Units react to things, such as their colleagues being slaughtered - the idea is that these aren't idenikit clone armies anymore.
All sound excellent, though I rarely used the FP view in Empire/Napoleon and I doubt many people will use it much here so I hope they didn't spend too much time working on it instead of other and much more important details.

There are multiple ways to capture cities. Walls can be reduced to rubble after they've sustained enough damage, for instance. It's designed to create cat-and-mouse gameplay: "You're not just sitting in the plaza once the walls are breached trying to defend that one area"
It will be interesting to see how these pan out. Improvements to sieges are definitely needed.

And please fully support modding this time CA...

EDIT: PC Gamer article as well!
http://www.pcgamer.com/previews/tot...w-engine-naval-combat-multiplayer-and-mods/2/

“We’re … trying to focus attention on a much smaller number of armies and a smaller number of more significant battles” James Russell explains. “We’re trying to reduce the management you’ve got to do [with] assembling armies, and that kind of thing.”

This could be very interesting. One thing I have had a hard time with when going back to M2 and Rome is army management, especially reinforcements. Plus I am just tired of fighting so many tiny little forces in these games.

One example of this kind of refinement will be the ability to govern whole provinces made up of a number of individual regions. Rather than delving into the micromanagement of each individual territory, it sounds like it’ll be possible to set policies for an entire region – but when it comes to warfare, each one of those areas will need to be conquered separately. “We still have that strategic depth where a province is made of up several regions which you can conquer”, Russell says. “And what that means is that you can have the benefit of scale but you don’t have the management detail.”

This sounds awesome, although I am sure CA will still screw up the region design. Still though, sounds good.

Oh dear:
Giving the player the power to pick the loadout of individual units of troops is something else that Creative Assembly are exploring. “There’s no reason that we can’t allow the player, maybe, to change the way those units are equipped” Ferguson says. “For example there’s the cavalry sword – the spatha. In reality that didn’t really become part of standard Roman equipment until very late, in the [Imperial] period – but there’s no reason that some general at some point might not have decided, ‘well lets do that earlier on’.” The idea of history as a sandbox is still at the forefront of Total War’s identity.
Sounds kind of neat but at the same time, I'm sure someone like Dachs has a good, long rant about why this is bad. Also "‘well lets do that earlier on’" sounds like something someone who has no idea about how the world works would say.

Multiplayer is confirmed, but aside from the fact that Creative Assembly are “planning to do something really big”,
Whatever it is, I hope they don't waste too much time on it as I will probably never touch it.

Whether or not Rome 2 will include the content creation tools recently rolled out to Shogun 2 is less clear. “We do our best” James Russell told me. “It has become harder, in the old days we worked with very simple text files that were very easy to mod, now we have a proper authenticated database. We don’t necessarily have all the editor tools that the players out there think we do.”

You'd damn well better provide excellent mod support, that is half the reason why your games have been popular for so long and why your older titles are still played!
 
If the battle gameplay is more like Rome, Total War of Creative rather than its SEGA´s predecessor´s then it will all be ok, but if gameplay keeps like it has been so far since Medieval II, than thanks but no thanks.
 
Well obviously it isn't going to be the same as Empire and Napoleon, since they have entirely different weaponry and warfare styles. Hopefully it won't be as rock/paper/scissors as Shogun 2's seems to be either though.
 
Looks good. However, CA's had a worrisome trend towards making games less easy to mod.
 
I like most of this stuff, but why insert amphibious invasions in a classical game?
 
It happened a few times, most notably at Pylos in 425 BC. The thing is that in the classical period, an amphibious assault that was opposed at the beach by organized resistance always failed. Which is why it didn't happen very often.
 
I like most of this stuff, but why insert amphibious invasions in a classical game?

I would assume because it's a feature that the community has been clamoring for forever.

They talked about adding it in Shogun 2, and then did it half-hearted in FOTS, it would only make sense if they went full on for their next game, even if it didn't make sense for the period.
 
That's nice. When does EBII come out?
 
I was so happy when I saw this advertised on Facebook yesterday. It really uplifted me, since I was having such a crap day. I'm going to buy a new PC for this game, probably an Alienware for an optimal gaming experience. I owe it to myself, this will bring me great joy!
 
i saved my money for diablo 3,
seems i would better hold off the upgrading comp thing..

:(
 
CA have said the minimum specs will be the same as Shogun 2's, but it will take a more powerful PC to max out the settings. If your PC can run Shogun 2 comfortably, you should be ok for Rome II.
 
Probably because it would be fun, and fun is the main goal when designing a video game.
I'd also have a lot of fun mowing down legionaries with Maxim guns, but that's not going to be in the game, either.
 
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