Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
For example, I constantly need to check for units that have beaten an enemy unit, which is happening every other second, otherwise they will just stand there cheering even as battle is still happening all around them. I wouldn't mind if units targeted nearby enemies automatically after their initial target routs following an attack order. There's also more unit and general abilities now, giving less time to sit back and watch (although you don't really need to use them against the AI...).
Main thing though is the kill rates and blobbification. Even if I play battles in slow mo, it's hard to see the individual soldiers fighting it out amidst the sea of people that are all shoulder-to-shoulder distance from each other. Slowing kill speeds, increasing soldier spacing, and adjusting the blobbing (soldiers from different units don't care about each other and try to cram together right now) should be a high priority IMO.
OK, If we look at the most Cinematic Directors ever , Akira Kurosawa, what he did you would call it filming narrative . His camera movements are fliud and he never repeats the same camera angles. Telling the story without character dialog or action. I dont see any of that in Rome2. What I see are blobs of units smushing together and some dck in the corner yelling "the men are wavering" every 30 secs or so breaking the 4th wall pulling me right out of the narrative.
Yea put 200 of each unit in the fight and See the massive blob of sht, you cant see that great animation just the top of helms packed tight together.
Agreed :)
It's good to know that they have awesome combat animations, but they're entirely pointless when you can't see anything; I enjoy much more seeing the individual soldiers in Rome Total War fighting it out, simply because you can see them actually engaged, unlike here in R2TW where it's just a bunch of polygons mushed together
Seriously....who the hell in charge for Rome 2 this time.....where is all of the good feature in the past gone ?
1: Organize your initial battle formation (Troop Deployment)
2: Start Battle and immediately issue orders.
3: Select a unit and press Insert
4: Watch battle until over in this view
http://www.youtube.com/watch?v=IhPy6NjHhY4
Anyone can make a movie and make a game look epic. Movies ommit the bad, and keep what looks good, as i'm sure you realised this after ordering the game, having watched how good and well structured the 'battle of carthage' was on youtube... -__-
Look, R2TW looks great up close and personal, with all the animations, but thats the only cinematic element in the actual fighting; zooming out is incredibly horrible as the battles look like a mess, even in the vids you guys uploaded, when the films took a long-distance shot of the battles it looked like a disorganised clump.
Personally I believe CA (probably the fault of SEGA) forgot that battles took their time, and even when units clashed, the fighting would only last 10-15 seconds before they split and re-engaged once again. It feels like every soldier in R2 either dies or kills in the instant of contact, which is why everyone dies so fast.
Although the battles in previous TWs dont see units separating and re-engaging, atleast the soldiers fought for several seconds if not minutes before they were knocked out.
what do you guys think?