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View Full Version : Interview of Merlininkazani.com on TWR2



LeftEyeNine
07-19-2012, 08:01
One of the most reputable Turkish gaming websites, Merlininkazani.com, has published an interview they've had with CA over TWR2. I do not check about TWR2 very often so the passages below may cover what's already known to us but here it is:


You are developing this new game with a new graphics engine, is this a totaly new engine or just an improvement of the old one?
It’s an evolutionary rather than revolutionary change, but there are some major graphical modifications to the existing Warscape engine. For example, we’re implementing a new particle system and a new lighting model, which enables us to render scenes in a far more detailed way than before.

I know it’s an early question but you’ve said that Rome 2 will be scaled to work on any spec but there must be a limit. For example will there be XP support, or can we run the game on HD 5000 series?
I can’t talk about specifics at this (very!) early stage as we won’t have those details locked down until later in development. However, one of our major aims is to keep the min-spec where it currently is.

What are the improvements about economy, diplomacy and the other aspects than the combat system?
There are a number of major improvements. For example, In diplomacy, we’re aiming to make the AI’s motivations more transparent, so they seem less arbitrary and more human in their decision-making. If the player understands the AI’s motives – for example, if the AI is belligerent and refuses a trade agreement, seeing some of the underlying reasons behind that attitude towards your faction makes a real difference to how human, how natural the AI feels.


http://www.ninjacloak.com/index.php/1000110A/2c51da8f4aa4e723ced7a1489791b0cb17df23fb6dc5db0ffdc380f2386b09e28f7a0199db869285bcfd1d42dfa13ebbdb46 9f15400


We know that you develop your games mainly based on the feedbacks from your fans. What is the most request about for Rome 2?
Simply this: that we make Rome II! It’s the most requested next-step in the Total War series, so it’s really exciting for us to be giving the fans what they want. And we love the period – it’s a fascinating and evocative time that everybody feels some familiarity with. A time where individuals changed the course of history in their lifetimes.

You’ve said about there will be more emotion on battlefield than the other Total War games. Can you’ve describe it little more? And can you give us more specifics about new province managing system.
On the battlefield, we’ve introduced new unit cameras which enable the player to lock the camera to a unit, and follow its actions closely. This is supported with more detailed facial animations and dialogue, more reactions from the soldiers to the situations that are happening around them, and a huge range of combat animations, so you can see the action from a really human perspective, and feel what those guys are going through.

As for the province system, the concept behind this is to reduce the burden of micro-management. The Rome II map will be big – covering a larger global area than even the original Rome: Total War. A single province governs a number of conquerable regions, so you won’t have a capital city in every single individual territory to manage. While effective province management will be one of the keys to success, we don’t want to burden the player with an increasingly heavy load of repetitive region management as their faction spreads across the map.

People like Rome more than Shogun but you’ve decided to develop the new Rome game after Shogun 2. Can we say that “Shogun 2 was a try out for this new generation of Total War series and now because you accomplish it with a big success, you’re ready for Rome 2?
I think it’s closer to the truth to say this: because of its narrower cultural and geographical scope, Shogun 2 enabled us to focus more on improving and polishing campaign and combat systems. Now we feel we’re in a really good place with these systems, we’re ready to roll the scope out wide again, and create a game with a huge number of terrains, cultures and fighting styles. Which is not to say that the game will be mechanically identical to Shogun; we’re looking to improve and innovate in a number of areas.

Are you planning any DLCs?
It’s a bit early to talk about anything specific, but you know us – we like to produce lots of great content for our games…

Nowadays most of the PC games are scaled for mobile devices also. Do you have any plans for those devices?
Actually, we recently released Total War Battles: Shogun for iOS, and we’ll soon be releasing this on Android as well. What’s important about this is that while it carries some DNA from Total War on PC, the iOS game is designed specifically for the platform; a simple port just wouldn’t be appropriate. We’re constantly looking at other platforms and wondering about where Total War may fit in

Source: http://www.merlininkazani.com/Total_War_Rome_2yi_yapimcilara_sorduk_Roportaj-oyun_haber-53640p2.html (1st page link at the end of the interview takes you to the Turkish version)

wangchang
07-20-2012, 20:46
Nope, nothing new here. The very few things that were said here were already said in other interviews.

What's more funny is that they almost said nothing anyway, almost no features, no promise, nothing. Nothing concrete.

The interviewer didn't seemed to be particularly talented either to extract in formations.

Thanks anyway. It's good to post all possible interviews. Sometimes some stuff are leaked to the most obscure magazines.

So i'll thanks your post :)

LeftEyeNine
07-21-2012, 15:25
I should've guessed that. :shame: