frogbeastegg
11-10-2006, 01:06
I’m going to keep this briefer than I’d really like, and by preference I'd have had it posted early today. I got back late last night, I’ve been at work all day and I’m not getting a day off until next week. I don’t have much time to write in.
Having spent a few hours playing M2TW I find myself considerably more optimistic than I was before. When the game was first announced I shrugged and ignored it, so disenchanted had I become with RTW. I occasionally looked in on some of the previews, saw fancy screenshots and talk of flashy killing moves and improved graphics, shrugged again and walked away. It’s only in recent months I started to pay attention. For that I can thank (or blame!) the blogs, the increase in detailed forum posts by CA staff, and the inclusion of information I want to hear about in previews.
The things I’ll be judging the game on aren’t things you can fairly judge on a few hours play. True, you can find something that you feel to be badly wrong in those areas in a short time. But if they are done right it takes much, much longer before you know it. So for my more complete thoughts on the game you’ll have to wait a few weeks.
What I can definitely say is that I didn’t find anything glaringly wrong. I didn’t find anything which made me worry. There was evidence that CA have heard what the veteran community said about RTW and have listened, evidence ranging from tiny things to the significant. I found promise.
Thanks to the demo we’ve most of us seen the tick box in the options screen for the minimalised UI, and we’ve seen that it’s a more comprehensive UI than RTW’s as it features the speed control. It’s a tiny thing; it means no longer do we have to edit the .ini. It’s convenient. It also means that an option which wasn’t there at the start in RTW is there at the start in M2TW – I find that reassuring. When RTW was brand new I noticed a lot of old issues from the series had reappeared and required killing again in a patch, for example suicide generals. BTW, I haven’t seen any evidence of them yet.
Battles are slower, both in terms of unit movement and in killing. I’m not willing to comment much further on this until I have played more battles.
Cavalry is undoubtedly less godly; they can’t disentangle themselves from a melee as easily as in RTW, and they don’t fight like a bunch of kill-bots. You must use more thought on where and when to commit them. Not wanting to give the wrong impression I’ll hastily add that cavalry are still very much worthwhile as part of your army! Good charges also appear trickier to perform, requiring more clear space for the unit to form up, aim and then dig their spurs in to break into top speed. Simply double-clicking on the enemy doesn’t appear to be the best idea – running damages unit cohesion and gives them less time to get the formation right. Huzzah! I’m back to using my old STW/MTW tactic of single-clicking, and leaving them to it. It’s an awesome sight, one of my favourite old sights made all 3d and beautiful. A unit of knights walking their horses towards the enemy, tweaking formation as they go, then the trumpet sounds, the spurs dig in and the lances come down as the unit breaks into the charge. Again, further play will reveal much more about cavalry, how best to use them, and how much they have changed. I’m hoping this initial impression of mine is not erroneous.
The music and voice acting is much improved. No more comedy kebab shop owners bawling, “Yes, strappy-horse!” or squeaky adolescents pretending to be Roman generals. Each faction now appears to have its own voice set; units on the field and agents will speak with the appropriate accent. So far the ones I have encountered have all sounded good. Stunning; the amount of work and money this represents – and the amount of detail put into the game world. It’s something people have been asking for since MTW. Myself, I did not much care for the idea each time I hear it proposed. Now I shall admit it lends considerably to the atmosphere, and I like it. As for the music, I have the soundtrack CD from my collector’s edition playing right now. Some of these tracks will be added to my folder of TW music. For those who don’t know my musical tastes (I imagine 99.6% of you ;p) I loved the music in STW and MTW, especially the Viking music from VI. I liked the credits song in RTW, and that was all. I found it bland.
The AI reacted far more intelligently to my moves on the battlefield than RTW’s. At one point, during the siege of a city with no walls, it held me on three fronts as it sent units to counter my efforts at surrounding it. I never saw that in RTW; I considered it good if the AI reacted at all to my attacking it from multiple directions. On average I was losing roughly twice as many men per battle as I was in RTW. Yes, that’s all I am going to say on the AI. I want to play much, much more before commenting any further. It’s improved, how much so I can’t say.
I was surprised at how pleased I was to see the agent movies return after an absence of two games. In STW I used to turn them off for a long time, then put them back on for a bit to inject some variety. Those spy movies can be quite amusing …
I do like the alteration to wooden walls; level 2 walls are now impervious to battering rams except at the gates, and can have units placed on them. At long last wooden walls feel worth building for themselves and not as a landmark on the path to stone walls. I found this out the hard way, besieging Caernarvon. I brought two rams and one set of ladders, wondering why I was being offered ladders and siege towers to build in the first place. Incidentally, the AI destroyed both of my rams before they reached the wall, and my single set of ladders proved woefully insufficient because the AI positioned a good selection of troops on the wall around the area I was trying to scale. This was my only loss to the AI; it was set to very hard.
The new recruitment system is neat; being able to raise multiple units, mixing and matching types, in one turn much better than the rigid old system. It only takes a bit of play with it to see that building armies of uber units is going to be very hard now, slow work requiring numerous settlements contributing their handful of units every such-and-such turns. It should still be possible for those who like to play that way though. Army composition for the AI is benefiting from this; I found that the armies I faced in my brief bit of campaign play were very similar to my own. Caveat: I only played 13 turns.
Merchants look like an interesting agent type; on a low level they are an extra source of income, on a higher level there’s potential for economic warfare. Nice to have options away from warfare.
Diplomacy looks much improved. Certainly the structure is there for the game to make use of; only play will show how the AI handles it.
What else should I say?
Suppose I should include something about the graphics. They look very nice. The toned down colour palate is pleasant, yet the units still have bright colours on their banners etc if you zoom in. It’s a balance and I feel it is a good one.
The PCs we played on were:
P4 3.6
2GB DDR RAM
Geforce 7600GT
Everything was on full and it was silky smooth, including in the 2v2 LAN game.
Sega do a nice buffet. Good variety, and they include fruit. Alas for my fear of getting crumbs on posh Sega keyboards.
Being able to meet some CA representatives face to face was great. I knew a lot gets lost in internet communication thanks to the reduction in tone, the loss of body language, the slowness of typing a post and waiting for a reply. I underestimated just how much. Seeing a developer in animated flow explaining his game is special, as is hearing an old warhorse reminiscing about Shogun.
The marketing blog which spoke about the collector’s edition expressed a hope that those who obtained one would feel it special. I find mine to be quite gorgeous. As a bonus it’s solid enough to concuss if I whack someone on the head with it, making it a handy-dandy self defence tool as well as a game. I agree, the pictures don’t do it justice. The map and unit/building poster are damned good … though out of honesty I must say I remember that the original standard editions of STW and MTW plus their respective add-ons came with tech trees, and RTW had a map.
As a guide writing frog, let me give mention to the manual. It’s the best one so far. Undoubtedly. The humour of some of the previous manuals is sadly missing; the information included is more useful and greater in quantity. It’s a lengthy effort too by today’s standards, 63 pages in quite small print. People should read it, veterans included.
There’s probably more I wanted to say but can’t think of now. I’ll wrap up; it’s nearly midnight and I need sleep. If there’s anything people want to ask I’ll do what I can to answer, but please bear in mind that I’d really like to play the game and when I’m writing I can’t do that ~:) I missed my entire two hours of potential playtime to write this and the other snippets I have posted here and elsewhere, and missed the tiny bit of playtime I could have had yesterday writing a short bit for the community blog ~:) I probably now won't have chance to play until Saturday.
My stance on the game now is that it shows considerable promise, and that it may very well meet that promise. I want to play more, I want to dive in and test and tinker and discover. Above all I want it to meet that new expectation it’s raised in me. My main irritation is that I’ve got a copy of the game and no days off until next week.
Having spent a few hours playing M2TW I find myself considerably more optimistic than I was before. When the game was first announced I shrugged and ignored it, so disenchanted had I become with RTW. I occasionally looked in on some of the previews, saw fancy screenshots and talk of flashy killing moves and improved graphics, shrugged again and walked away. It’s only in recent months I started to pay attention. For that I can thank (or blame!) the blogs, the increase in detailed forum posts by CA staff, and the inclusion of information I want to hear about in previews.
The things I’ll be judging the game on aren’t things you can fairly judge on a few hours play. True, you can find something that you feel to be badly wrong in those areas in a short time. But if they are done right it takes much, much longer before you know it. So for my more complete thoughts on the game you’ll have to wait a few weeks.
What I can definitely say is that I didn’t find anything glaringly wrong. I didn’t find anything which made me worry. There was evidence that CA have heard what the veteran community said about RTW and have listened, evidence ranging from tiny things to the significant. I found promise.
Thanks to the demo we’ve most of us seen the tick box in the options screen for the minimalised UI, and we’ve seen that it’s a more comprehensive UI than RTW’s as it features the speed control. It’s a tiny thing; it means no longer do we have to edit the .ini. It’s convenient. It also means that an option which wasn’t there at the start in RTW is there at the start in M2TW – I find that reassuring. When RTW was brand new I noticed a lot of old issues from the series had reappeared and required killing again in a patch, for example suicide generals. BTW, I haven’t seen any evidence of them yet.
Battles are slower, both in terms of unit movement and in killing. I’m not willing to comment much further on this until I have played more battles.
Cavalry is undoubtedly less godly; they can’t disentangle themselves from a melee as easily as in RTW, and they don’t fight like a bunch of kill-bots. You must use more thought on where and when to commit them. Not wanting to give the wrong impression I’ll hastily add that cavalry are still very much worthwhile as part of your army! Good charges also appear trickier to perform, requiring more clear space for the unit to form up, aim and then dig their spurs in to break into top speed. Simply double-clicking on the enemy doesn’t appear to be the best idea – running damages unit cohesion and gives them less time to get the formation right. Huzzah! I’m back to using my old STW/MTW tactic of single-clicking, and leaving them to it. It’s an awesome sight, one of my favourite old sights made all 3d and beautiful. A unit of knights walking their horses towards the enemy, tweaking formation as they go, then the trumpet sounds, the spurs dig in and the lances come down as the unit breaks into the charge. Again, further play will reveal much more about cavalry, how best to use them, and how much they have changed. I’m hoping this initial impression of mine is not erroneous.
The music and voice acting is much improved. No more comedy kebab shop owners bawling, “Yes, strappy-horse!” or squeaky adolescents pretending to be Roman generals. Each faction now appears to have its own voice set; units on the field and agents will speak with the appropriate accent. So far the ones I have encountered have all sounded good. Stunning; the amount of work and money this represents – and the amount of detail put into the game world. It’s something people have been asking for since MTW. Myself, I did not much care for the idea each time I hear it proposed. Now I shall admit it lends considerably to the atmosphere, and I like it. As for the music, I have the soundtrack CD from my collector’s edition playing right now. Some of these tracks will be added to my folder of TW music. For those who don’t know my musical tastes (I imagine 99.6% of you ;p) I loved the music in STW and MTW, especially the Viking music from VI. I liked the credits song in RTW, and that was all. I found it bland.
The AI reacted far more intelligently to my moves on the battlefield than RTW’s. At one point, during the siege of a city with no walls, it held me on three fronts as it sent units to counter my efforts at surrounding it. I never saw that in RTW; I considered it good if the AI reacted at all to my attacking it from multiple directions. On average I was losing roughly twice as many men per battle as I was in RTW. Yes, that’s all I am going to say on the AI. I want to play much, much more before commenting any further. It’s improved, how much so I can’t say.
I was surprised at how pleased I was to see the agent movies return after an absence of two games. In STW I used to turn them off for a long time, then put them back on for a bit to inject some variety. Those spy movies can be quite amusing …
I do like the alteration to wooden walls; level 2 walls are now impervious to battering rams except at the gates, and can have units placed on them. At long last wooden walls feel worth building for themselves and not as a landmark on the path to stone walls. I found this out the hard way, besieging Caernarvon. I brought two rams and one set of ladders, wondering why I was being offered ladders and siege towers to build in the first place. Incidentally, the AI destroyed both of my rams before they reached the wall, and my single set of ladders proved woefully insufficient because the AI positioned a good selection of troops on the wall around the area I was trying to scale. This was my only loss to the AI; it was set to very hard.
The new recruitment system is neat; being able to raise multiple units, mixing and matching types, in one turn much better than the rigid old system. It only takes a bit of play with it to see that building armies of uber units is going to be very hard now, slow work requiring numerous settlements contributing their handful of units every such-and-such turns. It should still be possible for those who like to play that way though. Army composition for the AI is benefiting from this; I found that the armies I faced in my brief bit of campaign play were very similar to my own. Caveat: I only played 13 turns.
Merchants look like an interesting agent type; on a low level they are an extra source of income, on a higher level there’s potential for economic warfare. Nice to have options away from warfare.
Diplomacy looks much improved. Certainly the structure is there for the game to make use of; only play will show how the AI handles it.
What else should I say?
Suppose I should include something about the graphics. They look very nice. The toned down colour palate is pleasant, yet the units still have bright colours on their banners etc if you zoom in. It’s a balance and I feel it is a good one.
The PCs we played on were:
P4 3.6
2GB DDR RAM
Geforce 7600GT
Everything was on full and it was silky smooth, including in the 2v2 LAN game.
Sega do a nice buffet. Good variety, and they include fruit. Alas for my fear of getting crumbs on posh Sega keyboards.
Being able to meet some CA representatives face to face was great. I knew a lot gets lost in internet communication thanks to the reduction in tone, the loss of body language, the slowness of typing a post and waiting for a reply. I underestimated just how much. Seeing a developer in animated flow explaining his game is special, as is hearing an old warhorse reminiscing about Shogun.
The marketing blog which spoke about the collector’s edition expressed a hope that those who obtained one would feel it special. I find mine to be quite gorgeous. As a bonus it’s solid enough to concuss if I whack someone on the head with it, making it a handy-dandy self defence tool as well as a game. I agree, the pictures don’t do it justice. The map and unit/building poster are damned good … though out of honesty I must say I remember that the original standard editions of STW and MTW plus their respective add-ons came with tech trees, and RTW had a map.
As a guide writing frog, let me give mention to the manual. It’s the best one so far. Undoubtedly. The humour of some of the previous manuals is sadly missing; the information included is more useful and greater in quantity. It’s a lengthy effort too by today’s standards, 63 pages in quite small print. People should read it, veterans included.
There’s probably more I wanted to say but can’t think of now. I’ll wrap up; it’s nearly midnight and I need sleep. If there’s anything people want to ask I’ll do what I can to answer, but please bear in mind that I’d really like to play the game and when I’m writing I can’t do that ~:) I missed my entire two hours of potential playtime to write this and the other snippets I have posted here and elsewhere, and missed the tiny bit of playtime I could have had yesterday writing a short bit for the community blog ~:) I probably now won't have chance to play until Saturday.
My stance on the game now is that it shows considerable promise, and that it may very well meet that promise. I want to play more, I want to dive in and test and tinker and discover. Above all I want it to meet that new expectation it’s raised in me. My main irritation is that I’ve got a copy of the game and no days off until next week.