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E3 2006: Caesar IV
Gallia est omnis divisa in partes tres...
In 1998, The Wargamer reviewed
Caesar III; in that review, our former History Editor (and
now board game designer) Mark McLaughlin called Caesar III the
Augustus of the franchise: "an elegant, thoughtful refinement of its predecessor, whose depth and accomplishments eclipse all that came
before." After a showing as strong as that, can Vivendi
bring back the city-building franchise and top the famed
Augustus? We saw the the game for the first-time at this year's
E3 convention, complete with deafening background music, and came away
favorably encouraged at the prospects of this empire.
The developers behind Caesar IV are actually many of the
same developers from Caesar III. See, back then
Impressions Games was heading up the development work with backing
from Sierra. In the eight years since, Vivendi has purchased and
disbanded Sierra, and closed
the Impressions Games studios. As a result, many of these
talented developers moved on to form their own company, Titled Mill
Entertainment and continue this city-building legacy. Following
the success of their Children of the Nile game, Vivendi
approached the company with the opportunity to revive the Caesar franchise.
Since then, the company has been feverishly working to bring the
series into the 21st century with new 3D graphics and a significant
number of updates to the original formula. As we saw at the
show, they are not making massive changes to the foundations of Caesar,
instead choosing to leave in place the basic concept of a city and
empire-builder set in the midst of the rise of the Roman Empire.
As such, the player takes the role of a governor during the rise of
the Empire. Taking orders from Roma, Caesar IV will have
its city planners hard at work on projects that will develop the
Empire in both economic and military ways.
The very impression that struck me when I first saw the game was
its beautiful new buildings and landscapes. The cities of this
classical era have really come to life, complete with structures that
will make it easily apparent to even the most casual of historical
eyes that this is in fact the Roman Empire. The new graphical
effects (many of which are more technical than are worth writing here)
really make the game that much more immersive and give players a
reason to focus on the aesthetic quality of their buildings and cities
(combat plays a limited role in this game).
With the progression of computer technology, Caesar IV will
now be able to intricately model the lives of each of the city's
citizens. That population will be affected by a variety of
factors, including their overall prosperity, security, and cultural
attributes. During the demo we saw, their current condition
could be easily determined from their body language and gestures (The
Sims in Roman times, perhaps?). An angry worker might stomp
on grapes to express his displeasure with the current regime, for
example. Should the player want to learn about a particular
citizen, it's possible to click on and follow about a particular
citizen's life to learn more about their current state. These
intelligent citizens have an ultimate effect on the success or failure
of a city, so it's especially important to appease the masses in this
Roman game.
Economic management in Caesar IV comes through in a number
of different ways, but suffice it to say that the low-class citizens
will carry the brunt of the laboring and structure building, the
middle class will provide the occasional service or goods, and the
rich will sit around bossing around people. The player will need
to balance those classes to achieve the right mix of workers to
continue developing the city as well as rich people to pay
taxes. Some 30 different resources will also be available to
trade and develop for economic gain. Should a question arise,
the player can always rely on the game's advisors to make suggestions.
As an added bonus to the basic city-building objectives presented
in the campaign, the final game will also include scenarios from
historical cities of that time. While a specific list of cities
has not yet been announced, expect to travel from as far as the hills
of Britannia to the deserts of North Africa.
We were pleasantly pleased to see Caesar IV so far along
after just 18 months of development time. The game's
good-looking 3D graphics and detailed population modeling will make
this a worthwhile game for strategy and city-building gamers to watch
in the coming months, although it may have its work cut out for itself
with three other Roman city-builders coming to the market at nearly
the same time.
About the Author
Chris Abele is The Wargamer's Director of Content, managing the entire
publication process, from news stories to feature articles. Originally a flight sim nut,
Chris has turned to war and military gaming and now plays the odd mixture
of squad-level wargames and first-person shooters, in search of the perfect
hybrid. Chris is currently playing Full Spectrum Warrior, Brothers in
Arms, and SWAT 4. When not managing his various responsibilities
with The Wargamer, Chris works as a corporate financial analyst while pursuing
his MBA from Emory University in Atlanta, Georgia.
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