Total War Rome II: title

I had high expectations for Total War: Rome II. Shogun 2 is one of my favorite games of the recent years, and its second expansion Fall of the Samurai made it even better!

Total War is one of the few game franchises that has managed to keep itself outside of the grasp of the casual-gaming market, and has time after time provided some of the deepest, and most engaging strategy games available. But it was only a matter of time before Sega and Creative Assembly began to treat their flagship franchise as a mainstream release rather than a niche title, and they chose to begin with Rome II. The result is a series of questionable changes to the way the game is played, a dumbing-down of the overall interface, a gutting of features, and a host of bugs and balance issues in a game that feels more like a paid-for beta than a full release.

Creative Assembly has been tweaking the game with patches every one or two weeks since release trying to bring the game up to par, so it's in a state of constant flux as major balance tweaks, mechanic changes, and even new feature sets are being introduced. As such, I don't feel it's appropriate to fully review the game quite yet, and I will treat the release version more like a public (paid for) beta. Hopefully, the game will see marked improvement, and it will not end up like disastrous SimCity "reboot". I also wrote an impressions post about that game, but never got around to a full review because the game never became worth playing.

The most immediately noticeable area in which depth and control have been lost is in the interface. I'm not going to complain too much about the campaign interface, since it still has most of the information that you would expect. Provinces are divided up into regions, and each region contains a settlement, but the province interface allows you to manage all the settlements in the province. This is a little bit of streamlining that makes sense. You don't have to manually click on every little settlement in order to give build orders or view public order. The only downside is that this system has minimized the role of resources. You don't build specific structures on improvements (such as mines or pastures). Instead, this is all apparently handled by the cities, which would be fine, except that now enemy armies can't pillage your resources directly. Instead, a more abstract "raid" order has been tacked on to armies that lets them automatically pillage resources in the province.

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Civilization V: Brave New World - banner

One of my biggest criticisms with the Gods & Kings expansion pack for Civilization V was that none of the features added really felt all that fresh. They were just redesigns of old features that were present in previous games. Granted, they were also the most highly-requested features by the player community, but as concepts, nothing really felt new or original.

The new expansion, Brave New World changes all of that by adding never-before-seen concepts to the game, and they add a great deal of flavor and dramatically change the way that the game unfolds.

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A few more of the missing concepts from Civilization IV are re-introduced with a new coat of paint in Civilization V: Brave New World: trade routes and a world resolution system. Both systems are implemented differently than in the previous game, and both are kind of hit-or-miss this time around

I have long been asking for the introduction of some kind of international trade route mechanic to be added to Civ V. Without such a feature, the vanilla game (and Gods & Kings) were missing one of the key incentives to maintain peaceful relations with your neighbors. Well now we have such a feature. In some ways, it's a step forward from Civ IV's completely non-interactive trade routes, but it's also a bit clumsy.

Civilization V: Brave new World - coastal city
Coastal cities might seem weaker due to the lack of gold on sea resources, but sea trade routes are more profitable and have longer range than ground routes, so coastal cities are still valuable.
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This review was originally published 10/17/2010 on Game Observer (now defunct as of 05/13/2014). In anticipation of the soon-to-be-released Brave New World expansion pack, the review has been republished here for archival purposes.

Civilization V

Civilization V cover art

For better or worse, I probably won’t be able to go back to Civilization IV after playing this.

I want to put my review into perspective before I begin. I’m not a day-one Civilization player. I didn’t start playing the franchise until Civilization III (after it had already been out for several years and both expansions had been released). Civilization IV, however, is probably my favorite video game ever -- or at least, my favorite PC game. The only games that I’ve probably logged more hours with than Civ IV are the Sims 2 (plus all the expansions) and the cumulative sum of all the Madden games I’ve played since 2000.

My hopes for Civilization V were sky-high from the moment the first details of gameplay were revealed about a year ago. This was despite my misgivings about the vendor and edition-exclusive gameplay content -- gameplay content should NEVER be exclusive to a vendor or edition of a game; anybody who buys a game should have the right to play any content that is released for the game (even if they have to pay extra for it) regardless of where they got it or when they bought! But now is not the place to discuss industry politics -- I’ll save that rant for another day.

Back on-topic: Civilization V promised a lot: competitive, tactical combat with a totally new rule-set; intelligent, interactive AI leaders; a simpler, streamlined interface; and simpler, more streamlined gameplay without sacrificing any of the series’ trademark depth. I’ve been spending almost every free moment playing this game for the two weeks since release. Does it measure up?

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Civilization V: Gods + Kings

I noted in my original review of Civilization V that I expected an espionage system of some sort to be added in an expansion. I also stated, in a February edition of the Civilization Polycast webcast that I expected an expansion to be announced soon. I was right on both accounts!

I’ve spent a lot of time with Gods & Kings in the few months since its release, but I’m disappointed to say that it hasn’t quite lived up to my expectations.

The expansion isn’t a complete let-down though. It does include some significant enhancements to the core experience.

Civilization V Gods & Kings - Hunnic Battering Ram

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Total War - Shogun 2: Fall of the Samurai

I finally published my full review of Total War: Shogun 2 recently in preparation for writing this review of that game’s second expansion: Fall of the Samurai. Fall of the Samurai is the second expansion for Shogun 2; the first being a “prequel” Rise of the Samurai. I skipped Rise, but when I saw the trailers for Fall, I just had to hop onto Steam and download it.


This expansion is the most contemporary Total War game to date, taking place during the same time period as the American Civil War. We’ve already had two Total War games that utilized rifles and cannons. I started my fandom of the series with Empire and went on to play Napoleon. I enjoyed both games, but eventually started to find the battles became very automatic and mechanical. There just wasn’t too much tactics beyond just lining your infantry up and shooting at the other guys.

Having not played the earlier games very much, like Rome, Medieval, and the original Shogun, I was really impressed with how fun Shogun 2 was. The traditional melee units made the battles much more engaging and fun, and really made me realize just how bland Empire actually was.

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A gamer's thoughts

Welcome to Mega Bears Fan's blog, and thanks for visiting! This blog is mostly dedicated to game reviews, strategies, and analysis of my favorite games. I also talk about my other interests, like football, science and technology, movies, and so on. Feel free to read more about the blog.

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