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Medieval: Total War 2


Blind Squirrel

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Excellent! I know alot of people were worried when Sega bought up Creative Assembly. The thinking was that Sega would force them into being strictly console developers (I have no idea why that even became a thought to begin with!), and would move them away from thier strategy roots. A silly assumption, and I'll definitely give this a try when it's out. Rome: Total War was a good game that I didn't put alot of time into (I don't have it installed at the moment but this may be enough motivation to get me to reinstall it;). Hopefully they use a similiar graphics engine as Rome was gorgeous.

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  • 2 months later...

High time this thread was updated. Gamespot have two excellent Preview Q&A sessions about the game, along with a stupendous gallery of screenshots:

 

Preview Q&A One

 

GS: The early screenshots look pretty amazing, and we're seeing details that we didn't see in Rome, such as some variation in appearance so that units don't look like armies of clones. What other graphical improvements can we expect, and will this require any significant increase in computing power to appreciate the game?

 

BS: Removing the clone armies that we've seen in previous Total War games and other real-time strategy titles was one of our priorities when it came to enhancing the engine. We're very proud of the results. Each troop model is now constructed from a variety of heads, bodies, and limbs. On top of this, there are also multiple variants for shields and weapons, too. The engine combines these elements to make each man far more individual and so that each unit of men looks, as well as behaves, like a realistic group of soldiers. Armor and weapon upgrades are also evident when you look on your units in battle. Overall, this enhanced individuality for the soldiers ramps up the realism and immersion of the huge battles to new levels.

 

Elsewhere in the engine, we've made some major improvements when it comes to the rendering of settlements in the game. It wouldn't be Medieval without vast, monumental cities and castles, and we set out to do them justice by ensuring that we represent them in-game in a far more realistic manner than ever before. Cities and castles will be built around the environment, incorporating cliffs and slopes in their layout. This not only makes for a far more realistic representation of settlements, but also introduces new layers of strategy when it comes to siege situations. This new system also includes per-pixel lighting effects and localized damage, so what you hit is what you break.

 

We've also made huge progress when it comes to combat animation. The thousands of motion-captured animations we've captured have allowed us to create some superb new action out on the battlefield. Sequenced attack combos will allow individual troops to string together devastating moves that can swathe through opponents. Attack failures and defensive moves have also been added so that a strike is deflected when blocked successfully by a defender. This makes the combat feel more solid, thanks to the direct cause-and-effect visual feedback. You'll see these moves being executed all over the battlefield, and as soldiers are struck down, you'll see those remaining continually scanning their surroundings for their next kill. These features combine to make the huge scale battles so much more realistic and immersive, whether you're zoomed in on the front line or scanning the battlefield from a distance.

 

The textures in Medieval 2 are done to a much higher level. In general, the texture resolution and polygon count is at least double those of Rome. As for the impact this has on the minimum spec, the game will ship around two years after Rome, and as technology has progressed, the minimum spec will be higher. However, as with previous games, everything is scalable, so it'll be possible to scale down the most system-hungry effects. You certainly won't need a monster PC to run the game, and there are already games being released with higher min specs than we're targeting.

 

Preview Q&A Two

 

BS: The diplomacy system has been improved. We're going to give the player a lot more information about how the artificial intelligence feels both about them and about the offer on the table. However, at the same time the AI will take offence at insulting offers and will have a better memory of past dealings. You should be able to trust your allies, but only up to a point.

 

BS: Clutter on the campaign map is a danger that we've been mindful of. As a result, we've designed the new agents in such a way that they do not require a high degree of micromanagement and high maintenance. Priests and merchants will carry out their preaching or trading without player intervention, and princesses will carry out the role of diplomats until they're married off. We've also placed limits on the number of agents of each type you're allowed, based on the tech tree buildings you've constructed. The limited number of agents in Rome was a bit of a reaction to their abundance in the first Medieval, but we probably cut back a bit too far and ended up with rather an empty map. Now you'll see more representatives of foreign powers walking through your lands.

 

Screenshot Gallery

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  • 3 months later...

Well I've still got my copy of Medieval + The Viking Invasions pack somewhere if you're interested in it. I'm rather tempted by the Total War megaset floating around as it really is superb value, and I don't yet have either of the two Rome expansions, so if I bought that it would also mean my current copy of Rome would need a new home too.

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Well, the whole big box is ?40 in Tesco. And looks very shiny, and comes with the soundtrack on CD in there (if memory serves). So yeah, I'm half tempted by that as well. But that's several hundred hours of gaming I just don't have time for.

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  • 3 weeks later...
  • 2 months later...

I’ve been trying out the demo (Gold version. Around 700mb). It runs nicely for me with custom settings. There’s some slowdown due to the vastness of characters on screen during the Otumba/Aztec battle, but Agincourt was super smooth and exceptionally detailed. I should be able to employ a bit more tweaking to my settings to improve things further. It's simply magnificent though. Everything I had hoped for.

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I always found it was my CPU limiting the framerate during huge battles in Total War games. I wonder if this one makes good use of multiple cores...

 

I enjoyed the demo, but I've never been into the battles much on their own. Seems like the same old thing (which is good, of course). I really wish they'd demo the campaign. I'm much more interested to see what the campaign interface is like and how that whole side of the game is different.

 

I'm not buying it right away (too much console goodness this month) so I guess I'll have all kinds of impressions and reviews to go on by the time I'm thinking about picking it up, anyways...

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I enjoyed the demo, but I've never been into the battles much on their own. Seems like the same old thing (which is good, of course). I really wish they'd demo the campaign. I'm much more interested to see what the campaign interface is like and how that whole side of the game is different.

 

It's the campaign I'm looking forward to. Heck, I'll switch it to sim the battles if I can.

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