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Rome: Total War

Developer: Creative Assembly
Publisher: Activision
Genre: Turn-Based Strategy
Players: 1-8
Similar To: Medieval: Total War / Spartan
Rating: Teen
Published: 11 :08 : 04
Reviewed By: Ryan Newman

Overall: 9 = Must Buy

Minimum Req.: P3 1GHz, 256MB RAM, 64MB video card, DirectX 9 comp. sound card
Reviewed On: P4 2.5 GHz, 512 Meg RAM, ATI Radeon 9800 Pro

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After teething on feudal Japan and medieval Europe, gamers can now feast on the ancient world with Creative Assembly's Rome: Total War. Aside from using a new, purtier engine, the developers have also addressed complaints to problems that never seemed to make it into subsequent patches for any of the previous releases in the franchise. With most old problems fixed, and only a few nuisances springing up to replace them, Rome bests its faults and predecessors, managing to be one of the best strategy titles to date.

Taking on the powers of the ancient world, players get to choose to be the leader of either the House of Scipii, Julii, or Brutii as they look to not only expand the Roman Empire, but also their house's political position. Starting off, the player will be given a few pieces of territory and a few soldiers. Each side starts off with enemies nearby, and with a large chunk of their borders secured by their Roman allies. As the years pass, the Roman Senate issues orders to be completed within a given amount of turns. Completing these tasks - which consist of blockading ports, assaulting rebel bands, and securing trade treaties - will bring rewards in the form of money or special units, as well as a high regard from the Senate and The People. But with success comes the inevitable outbreak of civil war.

Once the player becomes too powerful, either by territories owned or by popularity, they will be asked to commit suicide by the Senate. Now, committing suicide will not end the game, unless the player only has one faction leader left. The faction leaders come all throughout the game, but mostly through marriage (daughters ask their father, the player, permission to marry, and the player can say yes or no depending on the husband-to-be's traits), by army captains doing so well in combat that they are promoted, and by bribing enemy leaders to switch sides. So unless the females are barren and the captains in the field wanting of excellence, there

 

should be someone left to take over as the head of the family if the current leader dies. But, if the order is completed, and the current leader is sacrificed to stay off conflict, it won't end the prospect of war because it will only take another turn or two before the Senate asks for the new faction leader to commit suicide. It will finally come time for the player to put their foot down and face their greatest challenge: the combined might of the House of Julii, House of Scipii, and the Senate and People of Rome.

Coming to grips with such a strong alliance sounds like a daunting task, and it is, but for reasons one might not expect. At this point the in the game, the player should have a fairly sizeable empire, advanced units (Marius' reform of the army happens randomly but typically around the time of conflict, opening up a whole new technology tree of units), and a large income. On the medium/medium setting (medium difficulty in world map and medium difficulty in combat), the other houses didn't give me nearly the amount of trouble I was expecting. Since they have their own borders to worry about, most of the later game is actually spent with them trying to secure their empire from rebellious cities and invaders, and myself doing the same, especially since cities are constantly revolting. As a check to the player's expansionism, Creative Assembly made it so that cities farther from the capital and those that grow to the largest size possible are almost always in a state of unrest. While this makes sense, it certainly becomes tiresome after a while. I tended to pull all my troops out of a city, let it revolt, then go back and exterminate the populace to start fresh - conquerors can settle in easier this way, or the victor can sell some of the people into slavery or kill a chunk of them, each option has its own consequences as far as monetary gain and local acceptance.

When not tackling the rebellious savages, I spent most of my time doing administrative duties. Once a person becomes a member of the family, they can be assigned to lead an army or administer a city. As governor of a city, the player can direct the leader in a general financial (low, normal, or heavy taxation) and build (military, growth, cultural, financial, and balanced) system for them to follow. Sending these men all over the map can take quite some time, and with revolts, fights, and disease killing them off, it's a constant struggle to keep cities with proper leadership; cities without a governor tend to be unwieldy, and cities with a corrupt governor will react harshly, creating a need for constant supervision - the game can also be set to auto run this portion, but that isn't nearly as fun.

With the world map done in a new style, sending units to far flung reaches of the empire is a snap. Instead of moving entire armies from one territory to another by dragging and dropping an icon, like in Shogun and Medieval, the moves are now made like in Legion, with a route showing where the unit will go and colors indicating how many turns it will take for the units to reach their destination. Players can either send the units in the direction at that time, with the option to double the speed for the impatient gamer, or let the computer do it automatically once they end their manual turn. This is a nice system, and with the ability to build lookout towers and forts (generals can also directly recruit mercenaries from the map, if men are available, quickly adding men to the makeshift defenses) to choke off key locations, moving around diplomats, family leaders, and armies is a much more controlled event than in previous Total War titles. A new addition, and one that has been haunting fans of the series for years, is the ability to move through allied land without declaring war on them - it's about time.

The new system also has new dangers, though. Armies can now ambush others, displayed by the unit crouching once they come to a stop, invisible to approaching enemies - an ambushing army has a solid advantage over the surprised, so it's an effective, if expensive, tactic to leave units scattered throughout the world, awaiting would-be invaders. It's also important to mind what steps have been taken to secure an area when the focus shifts on a different part of the empire, because a deserted fort can fall into disarray or into enemy hands, reversing the player's fortunes.

When it comes to actually tackling the other houses, two of the most important units aren't of the military sort, but are actually spies and diplomats. Now, assassins are handy for taking down lower ranked captains, but spies have the ability to show what a city has, in terms of units and buildings, as well as a chance of opening the gate for the player to rush in instead of having to prepare for a siege. Diplomats are, without a doubt, the strongest unit in Rome, mainly because of how easy it is to bribe armies. This borders on being a bug, because I can go into a territory with about 100 men acting as a reinforcement pool, leave them behind at a back point, and with a few thousand denari I can have sizeable armies in no time with a small base of solid Roman troops to replace fallen troops. It isn't unreasonable to conquer multiple cities with that city's own force that was sent out to defend it. Since the computer never targeted my diplomat for assassination, I pretty much ran through and took everything I could; and, surprisingly enough, rarely did the computer bribe my own men. Some armies can't be bought, and some can, but will disband instead of joining the player's house. Even cities can be bribed to capitulate - although this tactic is deadly because a huge rebel force will occupy it the next turn, so a force has to be on hand to prevent a potentially power neighbor from springing up out of nowhere. So in the endgame, it isn't that it is difficult to beat the houses in combat, it's simply time consuming because of how much territory that has to be taken, since the troops take care of themselves due to how reliable bribing is. Never did I worry that my chances of invasion were gone if my army was destroyed, because I knew there was a ready, already trained supply of troops right in front of me.

If an army refuses to accept a bribe and still wants to fight, then the game kicks in with the familiar heavy drum war music and goes into battle mode. New to Rome are some nice intro speeches that captains and generals give to their men before combat. These can range from solemn vows of fighting to the death, to giving an excuse as to why he would prefer to fight in the back, but they are always entertaining and pretty effective at getting the blood pumping. Also new is the ability to make combat realistic or more arcade-like, but I found even the realistic mode to be flashy and fairly lenient, which fits the game well. Aside from marveling at the gorgeous graphics - the sight of 5,000 heavily armored Romans marching in formation or of a cavalry charge kicking units into the air is a thing of beauty - the fighting system has also been retooled to give flanking attacks and cavalry charges more of an impact. Units also have special abilities, like more advanced infantry having the ability to get into the tortoise formation, archers shooting flaming arrows, and missile cavalry confusing enemies by going in circles while they fire off their projectiles. There is still a pre-battle phase that allows the players to set up their troops into the formations of their liking, but when ambushed that setup time isn't given; fortunately, orders can still be issued while the game is paused. Rome also makes it much easier to handle units after combat, either by retraining them in a city or just grouping them together by dragging and dropping their icon, making an effective fighting force out of wrecked bands of veterans in no time. Units can also become too rowdy in combat, sometimes ignoring commands if they get too caught up into the moment - and this tends to result in a nice, flanking cavalry charge, causing a route. If things get too rough, though, the player can always opt to get some advice from a military advisor - there is a civil one as well - on how to defend or attack an opponent. One thing that might trouble some is how the computer handles the player's men.

Now, if reinforcements are lead by a general, the computer takes over for them. Unlike the earlier titles, the player cannot set a rally point and bring in reinforcements when needed. I've seen this have some unbelievably bad results, and also some good. On both sides generals seem suicidal - watching the computer take one of my generals into a wall of spears is enough to make my lip quiver and a tear form in the corner of my eye, while watching an enemy general charge stacked infantry ready to engage brings a bit of uneasy happiness. I've seen the computer take my men and completely ignore me, and I've also seen them place men right along the battlefield border, allowing for the units to make a quick retreat whenever they get busted up too badly. This was a pretty ingenious move. Players can also opt to have battles handled automatically on the world map through auto resolve, and aside from the computer being absolutely horrible at handling the defense of a city under siege, it tended to work pretty good as well. But with player's armies going into the battlefield as they do on the world map - if I attack from the west on the world map, then I go into the battle on that side - this makes setting up engagements too much fun for them to be passed on - but it's nice the option is there, as trivial battles later in the game can be brushed aside.

As mentioned, when giving the computer the control to handle the defense of a city, the results are rarely as good as what the player can manage. The computer is also horrible at laying siege as well. Rarely did they try anything ingenious, most of the time they simply send their men charging into a wall of arrows and run away when they took enough punishment. As the Greeks, I had a group of 300 men defend well over two dozen attacks by the House of Scipii, some invasion forces had as little as 40 men and some as many as 500, and each fell because they never came fully prepared. When an enemy does arrive prepared to throw down, the player can look forward to ladders, siege towers, battering rams, onagers (catapults) and a few other surprises. Once an enemy manages to make it on the walls, fierce hand-to-hand fighting rages between shock troops while archers fire down at oncoming troops - if the city is big enough that is, sometimes it's best just to run out and meet the enemy. Sieges can be absolutely exhilarating or mind-boggling as the player tries to come to grips with the computer's rationale.

Sometimes a city or Senate mission is too important to pass up, and an extended invasion is needed. Now, the sea plays a much larger role. Even after years of Medieval, I still had a problem wrangling in my ships and making good routes for trading and invasion. With the new method, it's all a snap. Trade routes become established when a port is built, and if a port isn't under blockade, revenue immediately comes in. Boarding units onto ships and unloading them is as simple as click on the ship and selecting them and clicking on land. Naval warfare is still relegated to just ship to ship, with no graphic or any sort of control, including the option to retreat, but control of the sea is of vital importance. With world wonders, players can take them by conquering the territories they rest in, giving them bonuses. While invading Egypt might be easier from a land route, taking the pyramids first will make them much more loyal, so a direct amphibious invasion becomes the better route. What is good is that even if the computer defeats the player at the sea, they don't necessarily lose all their men or ships, only chunks at a time, if any.

After conquering an enemy, their campaign then opens up in the main menu. Everything about their game is handled the same as the houses, so they still take turns, messages still appear at the beginning of new turns, they have their own diplomats, back story, etc., so while Rome is the focus of the game, Creative Assembly didn't skimp on the additional campaigns. With eight additional factions (Parthia, the Greeks, Carthage, Gauls, Egypt, Germans, Britons, and Seleucids), there is an enormous amount of replay value. And for those who found the game too easy as one of the houses, just try playing as one of the unlocked factions. Each new campaign has entirely new problems for the player to tackle. As the Greeks, they will have to deal with the chess-like warfare of hoplite fighting, then have to figure out what to do when they become outclassed technologically by the Romans; as Egypt, players will have an advantage in their homeland, but find the more protected infantry of their distant neighbors to be a serious obstacle. With new units (elephants, chariot archers, etc.), people, and strategies, these are like expansions in their own right.

Aside from the Imperial Campaign, there are also historical missions and online play. Thanks to GameSpy, online play consisted of me staring at my desktop until a patch was released, but that experience left me with sour feelings for online play. Still, players can choose a historical campaign and either fight with or against someone or against them on a multiplayer map. Sorry, still no online grand campaign. The historical missions are great, featuring the Siege of Sparta (and, yes, they adequately portrayed the Spartans as badass as they were), the ambush of Teutoberg Forest, as well as Trebia River, Gergovia, Telamon, Carrhae, Raphia, Lake Trasimene, Asculum, and Cynoscephalae. Again, tons of replay here.

What really goes a long way in making the game such an engrossing experience is the music; both the soundtrack and effects are incredible. The new engine's ability to display thousands of polygon units without significant hits on the player's system is really what stands out. It is also the small details that make the game so interesting to behold: idle troops will cough and scratch their legs; units will heave forward when coming to a stop from a sprint; and roads on the world map give way to small caravans going from city to city, peddling their goods. The orchestral music fits right at home, and the extended track on the world map is beautiful with crisp vocals and a soothing beat. War brings the beating of the drums, and a heavier mood - similarly to previous Total War titles. Infantry will pound the ground as they march to their destinations while captains bark out orders, and the clanks and crushing blows of battle are just as sweet as the sound of the enemy's horn as they call for a full retreat.

Rome does have some problems, though. Minor, non-technical problems include a glaring typo in a menu dealing with ship details; the manual not adequately explaining all of the game's facets; and some of the presentation is poor, like using periods instead of spaces to even text out, which is odd considering how good the rest of it looks. Also, the family tree system never seems to be as interesting as it would seem, playing a fairly minor role as it is useful in making city management somewhat easier, but never becoming a serious hindrance to the player winning. More serious were the handful of infrequent crashes to the desktop (thank you, auto save). The endgame can also be tedious with endless revolts and it being more difficult to simply take over all the land instead of actually fighting for it, and bribing is entirely way too easy.


Overall: 9/10
Some of the problems will begin to wear the player down after a while, but there is so much to enjoy here that it's easy for the negative to be drowned out by the positive. With numerous campaigns that can take weeks to complete, hundreds of different units, a new strategic map, new siege tactics, and a fresh approach to the series, Rome: Total War has elevated Creative Assembly, and the genre, to a whole new level. The game simply dwarfs its competition and will no doubt be enjoyed by strategy and history buffs for years to come.

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