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Cubic Climber: Interview with Ondrej Angelovic

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Ever feel so confident about your keyboarding skills that you thought you could climb mountains? Well limber up, download Cubic Climber, and put those skills to the test. Using various “holds”, you use your keyboarding skills to scale a mountainside; racing the clock and improve your qualifying times in 5 unique levels.

We nabbed an interview with Ondrej Angelovic, one of the founders of Simplicity Game Development Studio and lead programmer for Cubic Climber.


Can you tell us a little about the team that worked on Cubic Climber?

There were altogether 3 people working on this project, including me, so I will tell you something about every one of us. I am the programmer of Cubic Climber and I basically came out with the idea for this game and I somehow managed to realize it. Next person is Tomas. He is the co-founder of Simplicity game development studio and also good friend of mine. He handled all textures,icons and stuff like that. Last one is Chase. I know him only for something about 3 months. We was looking for someone who can create some tracks for the game and we came across him.

Is Cubic Climber your studio’s first release? If so, what lead to the decision of developing Cubic Climber?

Yes it is. At first it was only something like a “weekend project“ but when I started to work on it I saw the potential so I decided to delay our other project and focus on the Cubic Climber.

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So far, how would you say your experience with Desura has been? Why’d you choose to distribute over Desura?

I must say that It was great. Sometimes they got swarmed by work so they didn’t reply to emails or check new versions of the game so fast but otherwise they were really helpful. I chose It because it is possibly the best option for unknown indie developers to get highlighted.

Did you always plan on making Cubic Climber free to the public?

Yes I always did. Later, when I realized that the game was better then I had thought it would be, I came out with the idea to add donator version of the game to Desura. So people can support our work if they want to. There are no special features in it. It’s same as normal free version.

Where did you draw most of your inspiration for Cubic Climber? Any real world locations?

I can’t say that I drew inspiration from some particular location but I spend a lot of my free time climbing on climbing walls or rocks so the majority of ideas for the game just came from my real life. Not the one to climb without rope thought.

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You mentioned a patch coming soon. How long are you planning on supporting Cubic Climber? Any new content coming?

Yes there will be a patch with some bug fixes and audio control as people think that the in-game music is pretty loud. I plan to support the game until I fix all bugs. No new content coming any time soon, but If I see that people like the game and they play it I will think about adding something new.

How would you say the development process has gone for Cubic Climber?

There were times when it was pretty difficult. I didn’t know anything about MySQL, PHP and I didn’t know how to connect the game to a database neither. So I just had to learn everything. Development was also slowed down several times because of school and other stuff. Basically real life got in the way but in the end I managed to finish it and release it so for me personally it was a big success.

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As an Indie Developer what advice would you give to those looking to get into the industry?

I am pretty new to this so it’s hard to give some sort of advice. I am sure that the most important part of game is the idea. It’s nice to have pretty graphic and great music in it but if you want people to play it you have to come up with something new. Game scene was never so accessible for new indie developers like right now.

How would you say your experience has been working in Unity? What made you pick Unity over its competitors?

I have run into some small problems when I converted the game from Unity 3 to Unity 4(I have bought the license). Otherwise it was great. I picked Unity because its really easy to learn and in the time I started my work on Cubic Climber I have already known how to work in it so it was the ideal choice.

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Where do you plan to go from here? Any new projects underway?

I just want to support Cubic Climber for a while. Some people have already bought the donator version of the game what is really great. It’s nice to see that some people like our work and they want to support it. I will decide what’s coming next really soon. I may complete one delayed project or I can start to work on my Ludum Dare 27 entry and try to make a solid game of it.


We’d like to thank Ondrej Angelovic for his time and prompt response. Cubic Climber has been released on Desura, after being in development for over a year. It is available on Windows, Mac, and Linux with updates planned soon.

Two versions of the game are ready for download; a free and donator version (Both versions have access to the same content). The donor revision, stated by Simplicity Game Development Studio, “is for all the people who want to support our work and our future projects” with a “big thank you” to anyone who does support them.

You can find both versions here for download or purchase.

New PS Vita Model Coming to Japan

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A conference in Japan is happening today in the capital city of Tokyo and a new PlayStation Vita model has been announced. The new model is called the Vita 2000 model and will come in six different colours (as pictured above) and is thinner and lighter than the original model. The data transfer connection has been changed to a micro USB connector and battery life has been extended by an hour. In addition, 1GB built in memory will be included for save files. Interestingly, the 5 inch OLED screen has been replaced with an LCD screen. The new Vita model will launch on October 10 for the price 18,980 Yen. Some bundles are also being announced, one being a Gundam Breaker bundle with a special Vita design. Hopefully this can spark some life into the struggling Vita sales. A 90 day trial download code will come with all purchases of the new Vita model.

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A new 64 GB memory card is also being made avaialable. Sony is noting these announcements are specifically for Japan but I am not doubting that both the new Vita model and memory card will also be making their way overseas in the near future. Stay tuned to us for all the new announcements coming out of the Japan conference.

Lame Game Marathon The Third, It’s Back Lamer Than Ever

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In 2011, they did what no one had done before. In 2012, they returned to do it again. And just when you thought it couldn’t get any worse…The Lame Game Marathon is back for its third year in a row.

Once again three gamers Dan Camilleri, Mark Dawes and Luke Wigley will marathon through 20 of the worst video games ever made for 24 hours non-stop live on the Internet for all to see.

Yes you read right, NON-STOP 24 HOURS of some of the worst games ever made, streamed live on the Internet.

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And why would three grown men put themselves through this monumental task, you ask? It’s all in a bid to raise money for UNICEF, an excellent charity organisation that protects and promotes the rights of children all across the world.

Last year saw The Lame Game Marathon raise a massive $7,300 in donations. And previous to that in their first year, the lame gamers exceeded their modest target of $2,000 to raise a massive $5,500 by end of the marathon. Let’s hope they can smash the record once again.superman-64-screen-lame-game

While a the line up of lame game has yet to be announced, previous years have seen likes of Superman 64, Big Rigs, Barbie Horse Adventures: Mystery Ride, Babysitting Mamma, Sukeban Shachou Rena, Iron Man, QWOP, and Grey’s Anatomy: The Video Game….you get the idea.

The entirety of Lame Game Marathon’s madness will be streamed live online via their website and Twitch.tv account beginning 10am, Saturday October 26. Meanwhile you can keep up to date with all the antics of the Lame Game Marathon via their Facebook and Twitter.

Why the Introduction of Mega Pokemon is a Godsend

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It’s been about a month or so since we first caught wind of the next evolution in the Pokemon franchise; Mega Evolutions. People are going absolutely mental, in a good way, over the fact that our favourite Pokemon can take that extra step forwards with a Mega Evolution. Not only do these new evolutions look down right fierce, they also rock out on the battlefield, the evolution changes the stats, appearance and abilities of a Pokemon. They must be deadly because, as a trainer, you’re only allowed one Mega Pokemon in battle at a time. I think this idea is so great and I’m a big fan of it, but honestly, who isn’t at this point in time?

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Now let me throw back to the title of this article: Why The Introduction Of Mega Pokemon Is A Godsend. I’ve played Pokemon all my life and while there was a time where I didn’t play it I’m pretty sure by this point in time I’ve more than made up for my years away from the franchise. I’m a big fan of the first two generations, they’re nostalgic to me and my favourite Pokemon come from those generations, simple, though I still like all the other Pokemon out there.

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Now to the point: Mega Evolutions are going to make old Pokemon relevant again. We have just seen the release of the three original starters’ Mega forms and they look fantastic, not only that but now maybe with their Mega forms they can actually stand up to the Pokemon from the newer generations. It’s no secret that older Pokemon are, stat-wise, weaker than the more recent ones, disregarding a few select bunch. This is the reason why I like the idea of Pokemon being able to Mega Evolve, I think audiences are going to start making themselves look deeper and longer for the older, no, “classic” Pokemon with the intentions of making them Mega Evolve and see how they go. It’ll definitely bring new light to the oldies that are, for lack of better words, collecting dust.

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It also gives a new feel to certain Pokemon, we will begin looking at Pokemon like Mawile with a little more respect because we know that at any moment in battle it can Mega Evolve and kick the crud out of you, there choice of Pokemon so far has been really good because there is no pattern, which means essentially any one from your team could end up with a Mega Form. It’s a surprising move by Game Freak, I really believe it is, especially when you have rival monster-taming franchises like Digimon who have been doing things similar to that for many years. Digimon always went above and beyond their Mega form, be it a Burst Mode or any other iteration. Pokemon managed to take an idea like that and make it their own, it’s not like they designed them similar to Digimon either, they didn’t strap rockets and knives onto a Pikachu and call it a Mega Pikachu, they really owned it, they made it there own and they made it well.

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When it comes to a franchise like Pokemon that, fundamentally, hasn’t changed since it was first created sometimes an addition like this is a great and wonderful thing. Too many unnecessary features are added into long-running games that tends to ruin it for the player, Pokemon seems to be dodging that like crazy and with every addition they put in they seem to be hitting the nail right on the head. Some of you will agree with me and some of you won’t, I want to hear both sides so please head to the comments section below and tell us why you think Mega Evolutions are a Godsend or why you think they’re not.

Changing Ways: Book 2 Review

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Changing Ways: Book 2
Author: Justin Randall
Illustrator: Justin Randall
Publisher: Gestalt Comics
Release Date: Out now
Price: $29.95 – Available Here

Overview

Changing Ways Book 1 was a rare breed; violent, frightening, and absolutely gripping. The story, characters and artwork were all some of the best the industry has to offer, and I couldn’t wait for more. Book 2 takes the ball and runs with it in a big way. It may not focus as much on the fear element this time around, but Randall’s characters and story are just as gripping as ever. The tone of the artwork has notably changed as well, but it is still wonderful to look at, and captures the feel of the story perfectly.

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Story

It has been 10 years since the red lesions and marks appeared on people all over the world, and Jessie Barrot and her younger brother Alex have been trying to survive. After a traumatic incident on that fateful night, their father, distraught and blaming himself for not being able to protect his family, left his kids with their aunt and set off alone on a search for answers. Since then, Jessie and Alex have been alone, traveling along and staying in hiding so that nobody knows their secret; that Jessie is marked and Alex has the incredible gift of super-hearing.

Book 2 goes a long way to explain the events that are happening in the world. Why the markings have started appearing and what they all mean. A lot is still left unexplored, but it is definitely more than we had in the first volume. By doing this, readers will want to go back and read Book 1 again, to try and make sense of all the chaos. This volume is also far more linear than the first, with the story not jumping backwards and forwards aside from a few key flashback sequences. The linearity of the story makes it a lot easier to get into as you aren’t jumping around the place.

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Since this book explains a lot of the chaos and the confusion, a lot of the uncertainty that created the original’s tension. Here, that uncertainty is replaced with imminent doom, and it is a transition that works well. We don’t know exactly what is coming for the characters, but we know it is going to be trouble when it finds them. It is a sign of Randall’s talent for writing that the motivation behind the tension and fear has completely changed, yet we still feel the same emotions as we read.

As I started reading, I was worried that the decade-long time skip from the first book would cause some problems, notably in character development and reader empathy. However, I was happily proven wrong in my assumptions there, as the characters are so well defined from just their first appearances, that you are immediately drawn to them. It is also interesting to see the change of character that these people have undergone in 10 years, becoming almost unrecognizable. In this way, readers don’t necessarily have to read Book 1 to ‘get’ Book 2, but doing so really lets you see where these lost characters have come from, as well as giving you a good idea as to where they are going.

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Artwork

Justin Randall’s art style is magnificent to see. It looks like photos that have been washed out and touched up in Photoshop. It just looks so natural and real that it is hard to grasp that these aren’t photographs that were edited on a computer. Characters are all really well-done, and even the minor background characters have their own uniqueness to them.

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The artwork is as different in tone from the first book as the writing with, and this is a cool thing to see. In the original, the use of shadows and rain to obscure large parts of the book was an excellent stylistic choice, as people always fear what they don’t know or what they can’t see, and darkness is the greatest tool for portraying that. While here, we KNOW what is happening, so instead of panels and pages hiding in the shadows, everything is out in the open for the world to see. The juxtaposition between uncertainty and shadows to knowledge and light is such an impressive tool.

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Overall

There is something in the water over at Gestalt Comics. Those guys are absolute comic book magicians. Changing Ways Book 2 continues the story of a broken family from Grey Oaks after the world has gone to hell. The story and the characters will stick with you as you read, and the artwork although notably different from the original, is still worthy of display in a museum. While I wasn’t as scared reading this book as I was with the original, I was just as gripped, cared just as much about the characters (except for Cassie), and am dying to know what happens next.

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Capsule Computers review guidelines can be found here.

CC Comic Zone – Sacrifice

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Here we are, we’re back again for another round of CC Comic Zone! This is the place where we come to talk about all things ComicsManga, Graphic Novels and, pretty much, all illustrated media! Once again I’m Frank Inglese and this week I want to talk about the theme of “Sacrifice”. It’s everywhere, not only do we sacrifice small things in our everyday lives but the heroes in our favourite stories constantly sacrifice their lives in the hopes of saving others.


Sacrifice is actually one of my favourite themes in all Illustrated Media, I love it because I fell as though sacrifice is the ultimate form of trust, respect and loyalty. Every single superhero in the imagined universe shares the trope of sacrifice, whether it’s a daily sacrifice like hiding their own identity so as to save their family from the clutches of their enemy or the sacrifice of their own lives to save a population of people under attack. Western Comics love this trope just as much as the Eastern writers. Superman, Spiderman, Goku, they all do it! Characters like Goku and Superman seem to enjoy sacrificing their own lives more than once, to the point where it becomes “a thing” and it, somewhat, looses it’s strength. Like I always say; these tropes don’t always work, sometimes they work too well, other times not well enough.

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As I just mentioned; superheroes like Superman and protagonists like Goku seem to constantly sacrifice their own lives, I’m not entirely certain as to how many times, if at all, Superman or the other DC and Marvel heroes have died and been reborn to just eventually die again in the hopes that “this time” they’ll actually save the world forever, Goku’s deaths on the other hand I am certain about. While I happen to be a huge fan of DBZ, both the Anime and the Manga, I can admit when a character does certain things too many times and when that certain thing gets a bit overused and hard to understand let alone deal with. Goku’s constant deaths and rebirths are one of them, it’s not just him though, it’s a lot of Dragon Ball Z characters but considering he’s the “main man” of the series, I’ll focus on him.

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Let me take you back to when he and Piccolo fought and killed Raditz; Goku sacrificed his life, he allowed a man to kill him so that their enemy could also be killed. What made this particular death an ideal vision of heroic sacrifice was the fact that not only was it the first time he would do it but it was Goku putting his trust into a man, Piccolo, who at one point in history was a huge antagonist in the Dragon Ball series, and while the character of Piccolo changed through the gap between “Ball” and “Z”, I still feel like it was a big thing. Goku did this kind of thing again and again and again throughout the series and while it was “almost entirely necessary” considering the situations he was put into it seems like it just lost it’s flare overtime.

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The funny thing about this trope is that so many characters continuously sacrifice and I don’t know why I chose to do this particular theme because it’s so damn broad, I could literally choose any character right now and I guarantee they would have sacrificed something and a great deal of those characters, once again, would have sacrificed their lives on multiple occasions. Look I’m not saying it’s bad because it makes the audience feel incredible, we all have that person we would die for well these heroes are dying for the lives of so many, it’s uplifting while at the same time being incredibly saddening.

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Flip the coin and you get situations like that in the Attack On Titan Manga, soldiers literally throwing themselves into the fray so as to stop the enemy from reaching the “more important” citizens and fellow soldiers. There’s sacrifice on every page yet within that story not every soldier is a “hero”, they’re soldiers, that’s what the creator wants them to be seen as and that’s what they are yet they still put there lives on the line at any given moment for the progress of mankind. I think Attack On Titan does sacrifice well, essentially there is no “Yes citizens I will jump into the arms of death just to save your lives” or any generic crap like that, it happens, it’s brutal and it works.

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Fullmetal Alchemist does sacrifice better than any other Manga, Comic or Graphic Novel that I’ve ever read. The reason is because the sacrifices are series-long, not only that but it is layered and traded and mixed and confused until it loops back around to the basic ideal that is “we messed up, I messed you up, I messed myself up, let’s deal with this until we can change it all back to when everything wasn’t so messed up”. I’m not going to go through each and every detail, if you’ve read the Manga and you’re reading this I could stop writing here and you would understand exactly what I am talking about.

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See the great thing about FMA is that it’s not just the older brother giving something up, literally, for the little brother, they’re both missing something and the reason they’re doing so is because they were both looking out for each other, it stretches across their journey and the amazing thing is that other characters take some of the burden from the two main characters, they share it, they actually share the sacrifice which leads to more sacrifices being made. What completes the trope within FMA? By the end of the Manga they have done exactly what they set out to do making each and every sacrifice along the way worth the pain. Disagree with me if you may but Fullmetal Alchemist really is the winner of this theme, no other series does it better.

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Like I say almost every week; “some series’ do it well, some don’t”…well I’m not going to say that this time, every series does sacrifice well, whether they did it well previously or they do it well now. It is in everything, when something like this that we do in our own lives is done so often people tend to get it right. Yes, sometimes it is overplayed and overdone but it still gives you that sense of satisfaction when it happens. This is more of a “who did it better” than a “who did it worse” situation. Sacrifices need to be made, it’s what makes a good hero.

GTA V Smashes Largest Game Budget Record

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GTA V is nearly a week from release after six long years of production and the budget for the heavily anticipated title has recently been revealed. Coming in at a huge $265,000,000 US dollars (that’s alot of zeros), Grand Theft Auto V obliterates anything that has come before in terms of production cost and has a budget more inline with a Hollywood Blockbuster rather than a game. This total includes the total cost of developing, producing and marketing the popular title. Although this may seem like a massive amount to break even on, Rockstar and Take Two Interactive are poised to easily recouperate their losses, with over 2.1 million pre-orders placed for the game in the USA alone. Worldwide, the game will easily make over one billion dollars before the year is out.

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To put the budget in perspective, GTA IV had a budget of around $100 million. A game such as Uncharted 3 had only a $25 million dollar budget. EA’s Star Wars: The Old Republic was the former record holder, with a budget of about $200 million. In the film industry, the most expensive film to ever be produced is Pirates of the Carribean: At World’s End (the final installment in the original Pirates of the Carribean trilogy), which finished up costing a whopping $300 million dollars to produce. While GTA V fails to take down the Disney movie, it beats every other film ever created in terms of budget. That is one impressive feat.

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These inflated budgets are becoming a greater trend for large game companies as they strive to constantly push the boundaries and create bigger and better experiences for the players. Have you got your copy of GTA V pre-ordered? Let us know your hype level for one of the biggest releases in gaming history as we near the September 17 release date. If you somehow haven’t seen the official trailer for the game, you can check it out here.

Valvrave The Liberator Season Two – Sneak Peak and Assumptions

The lovely ladies of Season One are back and better than ever!
The lovely ladies of Season One are back and better than ever!

Not much has really surfaced for the second season of Valvrave The Liberator, what you’re about to see is some awesome-looking pictures of the cast in the second season but apart from that we really haven’t got much at all, which is fine essentially because it’s only about a month until we actually get to see the series again. If you haven’t seen the series I highly suggest you go and catch up on it now before the second season begins because when it does a lot of people will be talking about it and you don’t want to miss out on that. Not one bit.

There's a real focus on the female characters in this sneak peak.
There’s a real focus on the female characters in this sneak peak.

Straight away we can assume that a sense of true government and stability will be developed by the time we’re introduced back into the story, you can see that strictly through the costuming and, in fact, that’s about all we’ve gotten. I’m hoping that the series evolves from just being a “segregated school” to and actual form of government and I think that’s what is going to happen. I highly doubt there will be any elongated time skip between seasons, I don’t think that will fit very well. It can really go a few different ways; there could be a small time skip and the audience will be told what happened in that time through flashbacks, we could see the development of the characters first-hand instead of through memories, it could honestly just begin right where it left off and blow our minds like the last season did, there are so many ways it could happen, such is Anime.

Straight out of a magazine but at least we have it.
Straight out of a magazine but at least we have it.

Fact is; none of us will have to speculate for very long because, come October, we’ll be engulfed in the awesome power that is Valvrave The Liberator which has actually just been licensed by Aniplex. It made a very big impression during the run of it’s first season so I have no doubt in my mind that it will be making the same, if not bigger, impression this time around. Speculate with us, hit the comments section below and let us all know what YOU think is going to happen in Season Two of Valvrave The Liberator, we’d love to hear your thoughts.

Monster Hunter 4 – Nintendo-themed DLC Announced

 

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Over the weekend Capcom, at their “Monster Hunter 4 Direct” presentation, announced that the Monster Hunter franchise will be crossing over with two big titles from Nintendo for DLC in the latest iteration of the franchise; Monster Hunter 4. With the release of the newest game, players can download extra content that mixes Mario, The Legend of Zelda and Monster Hunter all into one! The first piece of DLC will be skins for the “Felyne” characters in the game, if you haven’t played the game; they’re like little familiars that follow you around and help in battle. The Felyne characters will be dressed as Mario and Luigi and will cary around massive hammers, very reminiscent of the older Mario titles. This particular DLC will be available in Japan through the “7Spot WiFi Service”, players will unlock the collaboration quest through going to their local 7-Eleven store, the quest will later be released online. The video from the conference referring to this part of the DLC is below:


The second piece of DLC, and by far what I’m most excited about, is the Monster Hunter X Legend of Zelda DLC. Not only will you be able to dress head-to-toe in true Link style but you’ll also be given a customizable Master Sword and Hylian Shield as your weapon. It’s not just those either, a bow, a boomerang and a musical instrument of your choice similar to those in the Legend of Zelda games will also be available for you to use. It’s quite exciting and you can use these new items in any way you please, having the costume on does not mean you HAVE to use the Legend of Zelda weapons and vice versa. No actually information on how to get the DLC has surfaced as of yet but once it does you can be sure we’ll be updating this article. The video from the conference referring to this part of the DLC is below:


The game will allow for up to four players to simultaneously play like in the games that came before it, the games will be directed and produced by the same people who did the previous titles and Manga creator, Hiro Mashima of Fairy Tail fame, has said to have designed a full-body outfit that will serve as armour and a special weapon, both of which will feature in Monster Hunter 4. Although there is no release date for the West as of yet, we do know that it will be Shipped around Japan for the 3DS on the coming Saturday, the game will go for about US$60 and it seems as though there will be a release of “Special Packs” which will go for approximately US$265 and will come with both the game and a Limited Edition 3DS XL, there will be two different designs for the console. Keep your eyes on the site for any and all news and information to be released in the coming months.

Total War: Rome II Review

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Total War: Rome II
Developer: Creative Assembly
Publisher: SEGA
Platforms: PC (Reviewed)
Release Date: September 3, 2013
Price: $59.99 – Available Here

Overview
The Total War franchise has been delivering solid historical strategy games since the original Shogun: Total War was released back in 2000. Epic historical campaigns have been fought from feudal Japan to the Medieval period to the times of the Industrial Revolution and Napoleon’s Battle of Waterloo. One of, if not the, most popular games in the franchise gave players control of Rome, the nation that formed the cornerstone of how society operates today.

With several games in the franchise getting sequels, fans have been clamoring for a return to Italy. How does the newest entry in the Total War franchise stand up? Is it a victory for the Empire or a dark stain on the name? Let’s find out.

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Gameplay
The Total War games have been around long enough now that most fans of the strategy genre have probably had at least a little exposure to their playstyle. Even so, Rome II brings some new things to the series while keeping everything manageable for the novices and newcomers alike.

For the folks that are completely new to the franchise, Rome II has multiple ways you can go about playing it. In truth, it can behave as both a real-time strategy game such as Starcraft or as a turn-based world conquering game like Civilization V. Fans who want the overall experience can choose to enjoy both sides of the game together.

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If you want the entire gamut of what Rome II has to offer the player, you’ll want to start a campaign. When you do, you’ll choose from one of eight playable factions: Roman Republic, Carthage, Macedon, Egypt, and more, with the potential of more as DLC or expansion factions in the future. Each has its own unique play styles, rival factions, political intrigues, military struggles, and more that will provide tension both from outside as well as within. This provides players with a great variety in what they can experience from one faction to the next.

Each turn, players will have to manage every aspect of running their empire. This includes everything from ordering the construction of buildings in each city to researching new technologies that benefit both the military and civilian sectors of society. You’ll also have to go back and forth with the rulers of other nations to handle war declarations and peace treaties, raise and reinforce your armies, and more. It can grow to feel a bit overwhelming at times, but you set the pace of the campaign so you never feel rushed to move on.

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In Rome II, managing your army alone is a substantial undertaking. You’ll have to choose someone to lead each army. Do they belong to a house you’re rivals with or will they serve your interests? How much prowess do they have as a troop commander? What traits do they exhibit? Once you’ve chosen the force’s leader, you’ll be able to begin recruiting different troops to bolster your ranks. You can then choose how to place them in the world. Are they attacking? Defending a mountain pass? Will they set up a defensive position or plan to ambush your enemies on the road? There’s a tremendous amount of work that goes into putting your forces together, but seeing all of the planning and hard work pay off grants a wonderful sense of satisfaction and accomplishment that ensures you’ll want to keep track of every squad.

Arguably one of the most important aspects of any strategy game is the combat. Rome II delivers on this in spades. It’s quickly clear that the development team has gone to great lengths to make combat as intense and tactical as possible. Before battle, you can arrange your squads in whatever formation you see fit. Assigning squads to hotkey groups (as is standard practice for real-time strategy games) allows for quick access in the heat of combat. You have to be careful how you group and order your troops, though. Mixing foot soldiers with mounted units could lead to disaster if you aren’t paying attention.

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Each unit has its  own strengths, purposes, and viable tactics. For example, horseback units are great at running down enemies on foot, so you could place them at the top of a hill, out of the foe’s line of sight. This would allow you to bring them in behind to flank the unsuspecting army charging the hill. This is just one example of how proper planning and thought can bring swift victory or crushing defeat. It really gives you the sense that you’re there in the third century, racking your brain to decide the most effective path to victory.

Veterans of the series will notice several improvements to the combat in Rome II. An updated “true line-of-sight” mechanic utilizes terrain to block line of sight, allowing you to more effectively maneuver and flank your enemies. Naval combat can now take place alongside land battles, and the combat is more varied and dynamic, giving you better control of your vessels and the troops that man them. One of the most significant changes, though, is the fact that individual troops have their own health and can be attacked by multiple units at once. It makes the combat feel realistic and, by virtue of nature, more entertaining.

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One of the most disappointing aspects of Rome II is the vast array of bugs and other issues being reported. Even though my machine easily met all of the recommended specs, I had to spend a considerable amount of time tweaking my graphic options to get a consistent frame rate. The forums are also rife with folks experiencing AI and networking problems. It’s worth noting, though, that the development team is taking an aggressive stance with patch development, working to correct the issues so many are experiencing.

Visuals & Audio
Rome II is a fantastic looking game. The sheer scale of combat alone will leave you picking your jaw up off the floor. For the machines that can handle beefing up the settings, a truly beautiful game is there to enjoy. Even if you can’t ramp up the visual settings, the game is impressive to see. The variety of units, ships, and locations is staggering, constantly giving you something new and interesting. The intuitive UI and camera control are also great, letting you take in the whole battle or zoom in to see a single troop’s perspective on the fly.

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Rome II has solid audio design. It works to deliver an immersive experience, bringing you into the setting with epic music tracks, clashing of swords, shouts of battle, and more.

Overall
Overall, Total War: Rome II is a great game. The gameplay offers a great variety of both real-time and turn-based options. The combat is immersive and intensely tactical while the campaign offers you the chance for something totally different yet equally as strategic. The game also looks great and sounds good. There is a lot here for fans of both the franchise and genre. All of the bugs in the game right now hamper the experience, but once they’re squashed Rome II will keep would-be Caesars conquest for years to come.

8-0-capsules-out-of-10

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