I'm really late to the party, but this game had such awful launch, I delayed it a bit, and then I was busy, so here I am, reviewing a 6 year old game.
It is not Rome I
At first I tried to play it like it's basically Rome I with better graphics and weird settlement system, and that really doesn't work.Battles work more or less like in previous Total War games, but on campaign level it's definitely not so. The biggest difference is that you literally can't have any troops not attached to a general, and limit on number of armies you're allowed to have is quite low.
This breaks a lot of common patterns like recruiting more units and sending them to frontlines, leaving some units behind as extra garrison, or to protect settlement from rebels, splitting big army in half to clean up multiple leftover AI troops, or separating a single unit to send it ahead to scout.
There's a new system of provinces made out of (usually) 3-4 settlements. This really cuts on micromanagement. A very interesting thing they did is that province's capital settlement has walls, but none of its minor settlements do. This completely avoids the problem Medieval 2 had, where 80% of battles were assaults on walled settlements, which might have been historically accurate, but not terribly exciting.
Autoresolve all the things
A surprising and very welcome change is autoresolve not being ridiculously biased against the player, like it was in all previous Total War games. In Empire I'd sometimes try to autoresolve a trivial fight where I had 10:1 advantage and I'd likely wipe out the enemy completely without a single casualty, only to be told that my army lost. None of that here.Even if win was guaranteed, manually fighting all trivial battles was necessary because reinforcing required getting back to high level settlement (in Rome I and Medieval 2), or paying ridiculous amounts of money (Empire).
Here, army losses are surprisingly inconsequential. Armies reinforce for free, and quite fast, so as long as none of the units in your army get completely wiped out. This was introduced back in Napoleon, but together with reasonable autoresolve, it means there's no point in fighting most one-sided battles. You'd mostly fight close battles, which are far more interesting.
Female generals drama
For my first campaign I took the obvious choice of Ptolemaic Egypt. I don't really give much shit about Western Rome, Constantinople the only true Rome etc. Back in Rome I, Egypt was infamous for being ridiculously ahistorical, with bronze age armies thousand years out of their time. In fact "Egypt" by that time was a Greek kingdom, with the usual Hellenistic armies of heavy phalanx supported by skirmishers and light cavalry.Now Egypt has a reasonable unit roster. Except all the generals I can hire are female. I was quite baffled by that, and thought that maybe they're some family members, which would maybe be excusable, but nope, they're just some total unrelated randos. WTF?
So it turns out there was this big drama, about 5 years after release, Rome II silently pushed a patch which added female generals, at ridiculously high spawn rates, to all factions including those which had absolutely no business having them. And then instead of toning it down to reasonable levels, and just to factions where it would make some sense, or at least making this silliness optional, devs went full "fuck you all, don't like it, don't play the game" mode. They got very well deserved Steam review bombing for it, but did not learn their lesson.
It's shockingly different from how well a game like Crusader Kings 2 handles gender. Playing a king is quite different from playing a queen, different cultures and religions handle status of women differently, and when you start a new game you can choose a few options to expand state of women. Or if you reform a religion.
Immersion failures continue
One really annoying thing about historical Total War games is that they start by hiding the whole map except your country and its immediate neighbours. It's good that I remember what the map looked like, so I can play based on that. And it turns out Rome II map has very little to do with actual history. Seleucids are really tiny!In 272 BCE Seleucids were basically half the map, a mega-Persia stretching from Western Anatolia through Mesopotamia, Persia, all the way to a chunk of Central Asia and Afghanistan and Western India. Instead they have 6 settlements on Syrian coast and a bunch of vassals. Wat?
Let's talk immersion. People play historical games for the same reason they watch 22nd Avengers movie. They have connection with historical countries or established characters. I've heard Shogun 2 is a good game, but I've never played it because I don't give a fuck about all the Shimazus, Takedas, and Uesugis. Who is that even? EU4 has about 400 countries, but it turns out over 60% of games are just top 15 nations. Only half of these are even that strong.
It's just so much more fun to immerse yourself in all those historical conflicts. Playing Byzantium in EU4 is borderline masochistic, and yet 1 in 40 of all games is someone trying to stop the kebab menace and restore the glory of Constantinople. People even make mods for restoring Byzantium in HoI4. It's great to also have Hins Kayfa and Tannu Tuva for people who are looking for their 100th campaign, but even these campaign feature mostly well known countries as key antagonists and NPCs.
What does it have to do with it all? When you start with historical setting, or established fictional setting for that matter, you have a budget for how much you can change before people go "fuck this shit, it's not the Harry Potter I love". And many things already demand a chunk of this budget. Better gameplay or technical issues will require breaks with history. Tiny Seleucids might very well be good for the game. Being historically inaccurate to increase the coolness factor is good use for the budget. Being true to people's perception of history rather than actual history (like Rome I Egypt) is fine use of the budget. Every MCU movie needs to spend some time introducing new characters viewers don't care for yet, that uses up part of that budget.
Go too far, and break immersion stupidly, and you get backlash. Even most beloved universes like Star Wars and Harry Potter have breaking point. For historical games this budget is a lot lower. Blowing up a big chunk of immersion budget on something as stupid as forcing female generals on Greek and Roman factions is just so fucking dumb. Not listening to the players is even dumber.
Interface prioritizing minimalistic style over functionality
Anyway, back to the game. Older Total War games had big interfaces where all relevant information was always easily accessible. Rome II instead uses minimalistic highly stylized interface, with completely meaningless icons without text, and where information is hidden behind multiple layers of tooltips, or requires alt tabbing to a wiki. Like, how do I know which buildings I can build in a settlement once I expand it? As far as I can tell, there's no in-game way at all.From UX point of view that's just atrocious. If you play a lot and don't mind alt tabbing to wiki, you'll get over it eventually, but your first few campaigns it will be a constant pain.
In older games it was really easy to understand what's going on. When game gave me the choice which building to construct, or which unit to recruit, all relevant information was there. In Rome II it's just not there. What's the difference between those two units? Here's 10 sliders, have fun figuring out what they mean. How much money will this building generate compared to that other building? Can anyone even figure this out without alt tabbing to Excel?
This complexity doesn't make game deeper. On the contrary, without any clear information what which choice does, players will either pick at random, or just read somewhere what's the optimal choice, and in either case they'll make no meaningful choices during gameplay.
One interface issue that is highly problematic every single time is that routing units are basically invisible during battles, and chasing them is very important. Giving them white flags like in previous games would be such an obvious improvement.
Bugs 6 years after release
It really did not help my first impression of the game that during the first tutorial siege, AI army hit some invisible wall in the settlement, and just stood there stuck. I tried to attack them, but my armies were also staring at invisible wall in the middle of some street. I finally figured out that if I take my troops out of the settlement and walk in from same direction AI took, I can fight them. It was the only bug I encountered so far (not counting Greek female generals, which are arguably a bug), but wow, those were not good first impressions.Politics stuff
Rome II has whole extra layer of managing politics of your faction, with other families, something like 40 interactions, civil wars, senate, and so on. It's not clear what all of that does, and so far I've been mostly ignoring it, and it seems to be fine to ignore it.One baffling thing is that I can't find any options for getting my children married. Maybe all the women joined the army, so there's nobody left to marry?
Overall
Battles are great. Maybe comparing your best Medieval 2 battle to best Rome II battle, Medieval II still wins. But thanks to autoresolver and reinforcement changes getting rid of most one-sided battles, much better mix of walled sieges / unwalled sieges / field battles, and how well battles play, I'd say that a median Rome II battle is more fun than median battle in any previous Total War game.Campaign changes reduce micromanagement, but consequences of the choices are much less clear, so it's a bit mixed.
Interface is just plain bad. It prioritizes style over functionality far more than is reasonable.
Immersion is mostly fine. I'm reasonably tolerant, but I'll get a mod to fix the biggest silliness for my next campaign.
Game performance is so far totally great. It runs better than Rome I on my hardware.
I had horrible first impressions of the game, but mostly positive second impressions.
4 comments:
I get that you might not care about Shogun's time period, but please give it a try. It kind of ignored accuracy for a rock-paper-scissors balancing system. Rise of the Samurai is the historically accurate campaign, and Fall of the Samurai is the best gun Total War campaign of all time.
ElephantofDoom: Shogun 2 has some great reviews, but it's all basically identical factions I don't know anything about. Same with Total War Three Kingdoms. I just don't feel any excitement about it.
Like, those factions are so meaningless to me, I recently played one of daimyos into Japan, and I already forgot which daimyo I played.
I'll probably play a bit more Rome 2, and then maybe Warhammer 2. I have only vague idea who's who in Warhammer, but it looks really diverse, and it's mostly fantasy tropes, so playing high elves or dwarves or lizardmen makes more sense to me than all those Odas and Takedas.
(or maybe I'd like it if I tried, it's totally possible)
Shogun 2 does a decent job making all of the major clans distinct - the only problem is that the major clans aren't buffed enough for the AI to not always fuck up, so you often get minor clans as major players. It is a much more focused campaign, true, and the clans all have the same units with each having one unique unit (not counting the Ikko-Ikki of course) but I would say that it actually has more unit diversity then most games in the series because most army comps are viable. Cavalry is nerfed heavily (though that is historical for the period) so you can't just charge, and they did a good job balancing peasants vs samurai vs archers vs melee, while restricting you via small settlements with limited and expensive slots, so you have to really commit to a specific army comp in the early game.
Well, cavalry wasn't really OP in any Total War games except Medieval 2, and it makes sense to make heavy cavalry OP in Medieval 2.
Also ironically I enjoyed Empire, even though it has completely identical factions with everyone having same line infantry + canister shot infantry + shitty cavalry to chase routing units, so it's not like I should be complaining about this ;-)
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