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Expeditions: Rome - All News

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Wednesday - July 14, 2021
Sunday - June 06, 2021
Monday - May 10, 2021
Wednesday - April 28, 2021
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Wednesday - July 14, 2021

Expeditions: Rome - Dev Diary #4 - Visual Style

by Silver, 23:50

The latest dev diary for Expeditions Rome focuses on its visual style.

Ave! Today we have a special, fun treat for our 4th DevDiary. Up till now, we’ve been talking about game mechanics, story, and characters, but in each of these posts we’ve been showing off cool concept art and beautiful screenshots. For DevDiary 4, we’re going to be focusing on the Visual Style we’ve been building for Expeditions: Rome. Since the game is so big, we’ve decided to focus on the challenges we faced in recreating the environment of North Africa in ancient times specifically.

We consider the Expeditions series of games to be a kind of historical fiction in game form - a fictional story and series of unusual dramatic events set within the framework of real-world history. This means that while the narrative and the events of the game can be entirely fictional, we always try to keep it grounded, and if not realistic per se, within the boundaries of historical plausibility. We try to never go too far, too over the top, or create elements that are truly fantastical.

This was also the basis for the artistic vision of the game. The previous game in the series ‘Expeditions Viking’ represented a step up in visual quality for us, and when we started work on the project that would become Rome, improving the visuals of the game was on top of our list. The basic overall concept was the same; we wanted to create an exciting and appealing visual representation of the adventures and exploits of legendary generals and explorers, that will be perceived as authentic and immersive, but without being subjugated to absolute historical accuracy.
Creating this kind of authentic historical setting in a top-down computer game, which is inherently unrealistic in nature, is a core challenge of working on Expeditions: Rome. Compromises had to be made, but we always aimed at making the visual design naturalistic and grounded - enhanced with a measure of stylization and idealization, but not fantastic exaggeration. Stylized pseudo-realism, if you will.

One of the visual aspects that seem quite common in historical games is that they tend to overall not be very visually exciting, but instead rather drab, or even colourless. It is as if visual blandness equals realism, and this is something we wanted to avoid at all costs. We wanted our game world to appear as vibrant and appealing as any fantasy setting; something that will excite and immerse the player and make them want to explore our world. In Expeditions: Viking we were fairly strict about historical accuracy, but in Rome we have loosened up on that a little bit to make room for more of the fantastic and extraordinary.

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Thanks Farflame!

Sunday - June 06, 2021

Expeditions: Rome - Dev Diary #2 - Core Combat

by Silver, 02:16

The second dev diary for Expeditions: Rome explains core combat.

Ave! Welcome to our second DevDiary for Expeditions: Rome. In our previous DevDiary (link here), we covered the vision for Rome and what the game is about overall. We also discussed this live in our first DevStream which you can watch a replay of here (link here). For DevDiary 2, we’re going to get a little more specific and take a deep dive into our core combat system. So gear up and let’s get started!

Combat in Expeditions: Rome is predominantly expressed through turn-based tactical gameplay. While the legions fight the bigger battles for you on the world map, you and your elite team of praetorians will engage in tactical close-quarters fights on a hex-grid layout using a variety of skills and items.

Let’s start with the basics: Turn-based combat starts when you encounter enemies, so you can explore the area in real-time after any fight, and often before a fight begins as well. Once a fight starts, the very first turn of combat is what we call the preparation phase, where you can strategize and position each of your combatants on the hexes that are available before initiating combat. Once you’ve chosen where your characters will start, it’s time to get into the fight. 

During combat, you can move each character, activate skills, and use any tactical items you have equipped. The amount of movement a character can make is based on how much armor they’re wearing, which grants them a certain number of movement points. If a character wants to move farther, they may have to sacrifice their ability to take certain actions. 

Most character actions are executed via skills that are made available by either their weapon or their class. Unlike our previous Expeditions games, we no longer have basic “white” attacks. Instead, every attack is executed through a skill, and each weapon has a collection of skills it can roll with. This means that you can acquire two different Gladiuses, for example, and the skills available can be completely different, providing a ton of variety.

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Thanks Farflame!
  

Monday - May 10, 2021

Expeditions: Rome - Dev Diary #1

by Silver, 23:40

The first dev diary for Expeditions: Rome explains the games vision.

DevDiary 1 - Game & Vision

Expeditions: Rome is a single player Turn-Based Tactical Role Playing Game set during the Roman Republic era roughly between 100BC and 40 BC, around the time when Rome was slowly starting to turn into an empire. At its core, Rome is an RPG, where you play the role of either the son or daughter of a patrician family, leading your Praetorians and Legions in battle across multiple regions while navigating the intricacies of Roman politics.

This leads us to our first vision statement. With Rome, we want to create an immersive, story-rich RPG with player driven choices. Right out the gate, you can choose to play either a male or female hero, and that choice has a major impact on how the story unfolds. That is just the first of many decisions you’ll make, many of which can alter how your missions unfold, what types of quests you can take, and much much more. For anyone who’s played previous games in the Expeditions franchise, you’ll have some taste of what we’re talking about here, but for Rome, we’ve really aimed to take the impact of choices to the next level. Expect to hear much more about this in upcoming DevDiaries.

We also wanted to bring an even more immersive experience when it comes to how we tell our story, and a big part of that was going for a fully voiced experience this time around. We can’t even tell you how much time and care went into casting each character and making sure we can get the best performances we can, but we think you’ll be excited about the outcome.

Our next major vision statement is about our turn-based combat. We feel we’ve learned a lot from our previous games. With Rome, we really focused on bringing exciting turn-based combat with a wide range of tactical options, driven by loot and character growth. There’s way more variety in the weapon and class based skills this time around, not to mention a wider selection of items to use. We’ve also gone through countless iterations on the core combat system and encounter design with a focus on keeping combat fresh as the game progresses. And wait till you hear about our epic Siege missions, which we’ll talk about later! There are almost limitless options for you to explore as you level up and equip your party to fit various playstyles.

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Wednesday - April 28, 2021

Expeditions: Rome - Announced

by Silver, 23:17

Expeditions: Rome is the newest game from Logic Artists and has a planned release for 2021.

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The future of Rome is in your hands: What will your legacy be? Expeditions: Rome is coming to PC later this year.

In Expeditions: Rome, you exert the will of Rome through your actions across the world stage, from the bright blue coasts of Greece to the deep forests of Gaul. Decide how people will view you, and Rome. Will you strike with an iron fist, or speak with a silver tongue? Will you embrace the political heritage of the Republic, or carve your own path as you navigate the complex politics of the Roman Senate? Every choice matters as you decide the fate of your legion, your close companions, and of Rome itself.

Expeditions: Rome is developed by Logic Artists, from Copenhagen, Denmark, who were also responsible for the critically acclaimed Expeditions: Conquistador and Expeditions: Viking. But as we all know: all roads lead to Rome.

Information about

Expeditions: Rome

Developer: Logic Artists

SP/MP: Single-player
Setting: Historical
Genre: Strategy-RPG
Combat: Turn-based
Play-time: 20-40 hours
Voice-acting: Unknown

Regions & platforms
Internet
· Homepage
· Platform: PC
· To be announced
· Publisher: THQ Nordic