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Cities are no longer as template-orientated as they were before. Now players will be able to see them visually evolve as they add new buildings and research new tech.

enough for the battle to be considered a victory. The amount of bloodshed and bodies scattered around the battlefield made this apparent success seem very hollow indeed. While watching the battle unfold we did witness some other interesting new additions, like a 2D map view which allows players to instantly survey the battle and a dynamic cinematic camera which highlights key moments as they play out, such as a new unit emerging or forces routing. Obviously the battle engine is just one part of Rome II, with the other being the campaign map and even though we weren’t show that side of the game, we did get to chat to Lead Campaign Designer Janos Gaspar. He told us of a new stance system which means forces can now be made to ambush forces on a particular part of the map, build up portable forts or be forced to march to a location much

quicker than their default stance, as well as a new province system with players able to take over just key parts of a province like mines, ports and camps rather than invading the territory wholesale. No doubt more details will be revealed about this side of Rome II closer to game’s undefined ‘2013’ launch. The Roman period has always been the best fit for the Total War series in our opinion, and it’s clear Creative Assembly have waited for their own tech to get good enough to give this cherished era the kind of emulation it clearly deserves. Yes this new battle engine will cause us and many others to buy new rigs to get the most out of it, but you know what? It’s going to be absolutely worth it.

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FirstLook Videogames Magazine Issue 3  
FirstLook Videogames Magazine Issue 3  

Issue three of FirstLook Magazine is the biggest one we've put together to date and we have to say we're very proud of our work. We've got n...