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Kamis, Juni 07, 2012

Game WQ : Secret World


The game will feature an original setting created by Funcom, with contemporary elements as well as "magic, myths, conspiracies and dark horrors." Contrary to rumors spawned by the game's second working title, it has nothing to do with, nor is it inspired by, the .hack franchise and its setting. Tørnquist debunked several rumors surrounding The Secret World, stating that "there are no aliens or sci-fi elements" in it. He also denied any connection of TSW to The Longest Journey.
At GDC 2009, Tørnquist revealed more about the setting and the story. He stressed that the game is set in the "modern day real world" but also incorporates pieces of ancient mythologies, real and false history, urban legends, and pop culture, and ties them into an original back-story. The latter is said to go back in time for 100 million years and encompass long extinct ancient civilizations. The players will assume the roles of supernatural heroes who participate in a "future war between good and evil", fighting dark monsters that threaten the modern world. Tørnquist identified the genre of the story as dark fantasy, mentioning vampires, demons, and zombies. The players will be free to travel across different locations of the world (both real, like London, New York and Seoul, and mythical, e.g. Agartha, the legendary city located within Hollow Earth) and even in time, to pursue the overall plot and investigate new mysteries in connection to the dark invasion. The overall plot will have a conclusion but the designers also leave room for future expansions.

Game WQ : Rome:Total War


The player takes a role equivalent to the head of one the three great Roman houses at the time; the Julii, Brutii, and Scipiones. Each of these factions have a different set of attributes, initial objectives, and a few initial provinces under control. Control of a province is given to the faction whose army is occupying the province's city. The ultimate goal is to become emperor by conquering 50 provinces, gaining support from the people, before capturing Rome itself. Cities have a variety of buildings which may be built or upgraded, such as: temples, aqueducts and amphitheatres which increase the people's general happiness and wellbeing; markets and academies which respectively increase the city's financial contribution and likelihood of producing effective family members (see below); walls which make the city more resistant to assault by enemy armies; and barracks, archery ranges and stables which unlock new military units which may be trained in the city. The player's empire is expanded by training armies in friendly cities and using them to assault and occupy enemy cities (native mercenary units may also be hired by a family member outside a city). Controlling more cities brings benefits in its increased geographical dominance and increased income from the new population's taxes. However, more cities and larger populations become increasingly difficult to control, owing to local populaces being resistant to foreign rule, and the increased distance reinforcements have to travel. If a city's inhabitants are overtaxed, underdeveloped or unprotected, they rebel and become in effect their own faction - the player's control of the city is lost, garrisoned units are forced out of the city, and a hostile rebel army is formed in its place.

Battles in Rome: Total War can feature thousands of individual soldiers, organised into 'units'. The formation of some units can be changed; here, the phalanx formation sacrifices mobility in favour of increased defensive strength
 
When the player's army meets an enemy army, a 3D real-time tactical battle is started, which represents the other half of gameplay in Rome: Total War. The strategic and tactical modes integrate in such a way that the landscape for the battles is the same as seen on that particular spot on the strategic map where the armies meet; for example, if the strategic map is hilly, and covered in snow, the battle map will attempt to reflect that. The game features a variety of units which are used in battle (most of which are unique to each faction), which may be broadly categorised into infantry, cavalry, archers, and artillery units. Each unit has optimal styles of use, opposing units against which it is vulnerable or effective, formation settings, defensive and offensive hit points, and arguably the critical component - morale. If a unit's morale drops too low, it becomes uncontrollable, and its soldiers will attempt to flee from the battlefield. The base level of morale of a unit may be influenced by factors such as the command experience of the army's general (and that of the enemy general), level of combat experience, and the nature of the unit itself. On the battlefield, this is further affected by such factors as the soldiers' level of fatigue, intimidation by the enemy army, whether it holds a tactically advantageous position relative to nearby enemies, the terrain type, proximity to the army's general, or the number of casualties already taken. Players may attempt to flank an enemy's units, focus their attacks on the enemy general, conserve energy by walking rather than running their units, or switch their archers to using the slower but more intimidating flaming arrows - all as techniques to gain the morale advantage over the enemy.
Each unit has a certain distance it can travel on the campaign map in one turn, with cavalry able to travel the farthest, and cumbersome artillery pieces having the most limited movement distance. Movement is increased depending on the type of terrain being traversed, the type of roads present, and, at times, the attributes of the commanding general.

Family

Each faction starts with a set of family members composed of that faction's leader, his spouse, their children, including a faction heir, any of their spouses and any grandchildren. Only the male members of the family are controllable, once they reach the age of maturity, 16 years old. They govern settlements when stationed in a city and when fielded upon the world map, command armies. Male family members are added to the family by births between married family members, as well as adoption and marriage. Family members eventually die, either naturally through old age or by death in battle, assassination or due to natural disasters. In the absence of generals commanding field armies, captains are the commanders by default. Admirals fulfill a similar function for fleets. Neither are family members, but appear in the list of forces when displayed. However, if a captain is victorious in a battle in which the odds are against him, the player may have the option of adopting the captain.

Julii family member with several traits and his retinue. Family members can command troops in tactical battles and help maintain order in cities, with effectiveness depending on their level of experience. Character traits can prove to cause both beneficial advantages as well as weaknesses to the character.
 
Family members can acquire traits depending on their actions in battle or when governing a city. These can have both positive and negative effects on their command, management, and influence, which in turn affect their battlefield performance and how happy a province's populace lives under their governance. Some of these traits are hereditary, and can be inherited by the children of a family member. Family members can also acquire ancillaries by the same actions. These are members of a general's retinue, but can only number up to eight. These ancillary characters can be traded between two family members if they are in the same army or city.
Like family members, agents can acquire traits and specific ancillaries, which can be traded, but only with other agents of the same type. They can independently cross into other territories (allied, neutral or hostile) without diplomatic consequences. There are three types of agents that can be used by factions: spies, diplomats, and assassins. Spies can be used to gather intelligence on field armies, infiltrate foreign cities to identify enemy installations, and serve in a counter-espionage role in the players own cities. When besieging an enemy city, the player may plant a spy in the city and use him to open the city's gates. Diplomats can negotiate with other factions, offering deals such as alliances and trade rights. They may also attempt to bribe enemy armies and agents. Assassins are used to assassinate enemy family members, or other agents. They can also sabotage buildings in enemy settlements. These missions carry a risk of death towards the agent, as is the case with spies.
The game's campaign begins with only 3 playable factions, all Roman: Julii, Brutii, Scipii. Upon completion of a campaign, 8 additional factions are unlocked. The unlockable factions are: The Greek Cities, Egypt, the Seleucid Empire, Carthage, Gaul, Germania, Britannia, and Parthia. The nonplayable factions (in the campaign) are: Macedon, Pontus, Armenia, Numidia, Scythia, Dacia, Thrace, Spain, the S. P. Q. R., and the rebel faction.

Game WQ : Medieval II: Total War


Similar to previous titles of the Total War series, the game consists of two modes of play: battles and single-player campaign. Battles can be played in multiplayer, in user-defined scenarios, or in historical scenarios which simulate real battles such as the Battle of Arsuf or the Battle of Agincourt. Battles are also featured in the campaign.


The game starts with a tutorial based on the Battle of Hastings and the Norman Conquest. The player first takes the role of William Rufus, the son of the army commander William the Conqueror. His initial job is to provide a rearguard whilst the player learns the game controls. Then he joins to fight in the main battle. The player then concludes the tutorial with the conquest of Saxon England. At Hastings, King Harold is erroneously depicted with the Fleur-de-lis.


The campaign allows the player to assume control of a faction of the time period, and build a civilization, both economically and militarily in order to conquer other factions. Gameplay consists of controlling the faction's military, economic, and social systems in large campaign maps. During the player's turn, armies, fleets, and agents can be moved on the map. When an army engages another army, the player can choose to fight the battle personally in the battle mode, or automatically calculate the outcome.
The goal of the campaign depends on which type of campaign is played. The short campaign requires the player to defeat one or two enemy factions (for example, Holy Roman Empire must defeat its historical enemies Milan and Denmark) and control at least 15 settlements. The long campaign requires the player to control at least 45 territories and one or two significant cities, which are faction specific, such as Jerusalem, Granada, Rome or Constantinople.
Once the game is completed on any difficulty, the player may begin a new Grand Campaign as any faction with the exception of the Papal States, Mongols, Timurids, Aztecs (only encountered in the New World in the late period) or Rebels.


Each faction controls a number of settlements, and must conquer others in order to continue growing. Unlike previous Total War titles, there are two kinds of settlements, each with different advantages and disadvantages: cities and castles. Castles have better defensive capabilities and have access to a larger selection of professional soldiers, but generate less income, cannot train as many priests as cities, and have no access to higher civilian technologies. Cities generate much larger income and are technological centres of a faction, but are more difficult to defend and only have access to militia troops, which are generally inferior to those trained at castles except for a select few unique units. A small quantity of militia troops, stationed in the city where they have been trained, can be kept for free, without upkeep cost, otherwise required to be paid every turn for every army unit. Players may convert a settlement to a different type, although larger cities may not be converted into castles. Castles also need less population to be upgraded.
As in other Total War games, in each settlement the faction may construct a number of buildings, each with different functions, such as training troops, upgrading weapons and armour, expanding the economy, increasing the settlement's defences or strengthening religion. A new feature of Medieval II is the ability to build guild halls. A given settlement may only have a single guild hall, although there are several different types. The guild hall provides certain bonuses such as increased movement for troops, better weapons, or better agents; some even grant access to new units, such as the ahistoric yet effective unit of "Sherwood Archers" available to England upon construction and subsequent upgrade of a Woodsmens' Guild. Guild halls may also be later upgraded to a "Master Guild Hall", which may provide a larger bonus or even grant a bonus to all of the faction's settlements while still retaining a more notable bonus in the city the structure is built, and then possibly upgraded to the "Guild Headquarters", which provides the greatest bonuses, although each guild can have only one headquarters anywhere in the world at the given time, and each faction can only construct one Master Guild Hall of each guild in their empire. It is possible however, to capture a city with an existing Master Guild Hall of a certain type, and have two of one kind.


Each faction has a ruling family. Once male family members come of age at 16, they act as units that can be used to govern settlements and lead armies in battle as generals. Each character has attributes that determine their prowess in both. A character's actions can affect his attributes - for example, a general who routinely kills prisoners of war and exterminates captured settlements may see his "dread" increase, making him frightening to foes; a general who prefers to release prisoners and occupy settlements may instead increase his "chivalry", which makes his own troops much more brave. Characters also develop (or regress) by gathering traits and retinue members. Characters can take after (or rebel against) their parents, traits like alcoholism are self-perpetuating, inbreeding tends to strengthen when inherited, naivete and paranoia are mutually exclusive but both detrimental, etc. Some traits, mostly positive, are brought out by victories in battle: for example, generals can become increasingly scarred as time goes on, giving them more hitpoints, and generals who successfully complete a Crusade gain chivalry, command, and piety points. Others accumulate while governing a city: poorly managed backwaters tend to bring out the worst in generals, whereas advanced, central cities improve a general's traits. Owners of strong traits earn epithets, such as "the Brave," "the Just," "the Lewd" or "the Corrupt." These are decorative. A very important aspect of generals is their loyalty. If a general is disloyal, he may rebel, turning into the 'Rebels' faction and taking a part of the army at his command with him. The faction leader has an 'authority' rating instead of loyalty. Higher authority makes disloyal generals less likely to rebel.
Captains are leaders of armies that do not have a family member controlling them. They don't have any special attributes or retinue, but if killed in battle troop morale decreases, increasing the chance that the army will rout. If killed or assassinated, a new captain will instantly appear and take command of the army in question. If a captain is victorious in a particularly one sided battle or has shown excellent leadership, he may become 'Man of the Hour', and comes with an option to adopt him into the Royal Family. If adopted, he turns into a general and may gain attributes and retinue. If declined, he continues to be a generic captain. An army left with only a captain may rebel and join the rebel faction.
Each faction has a number of agents it may use to maintain order and influence other factions. These include the Priests/Imams, as well as princesses, diplomats, merchants, assassins and spies. Each agent has attributes that develop the more he is able to successfully be used. Princesses, for example, have a "Charm" attribute that governs their success in diplomacy and the likelihood that a proposal in marriage will be accepted. Spies and Assassins have a "Subterfuge" attribute which governs how likely they are to infiltrate enemy cities or find information about enemy armies. All agents except princesses are trained at settlements which contain the appropriate buildings - for example, Christian priests can be trained in any settlement with a church or chapel. Princesses are born into the player's ruling family, and become active as agents once they come of age at 16.
Diplomacy is performed by diplomats and princesses and functions much as in previous Total War games, mainly involving negotiating treaties such as cease fires, alliances and marriages and wars. The interface for negotiation has changed from previous games, however; a new system has been integrated to show the other faction's attitude toward the player's faction, intelligence estimates (such as how wealthy the faction is and what other factions they are at war with), as well as how fair the other faction feels the player's proposals are.
Inquisitors are controlled by The Papal States and are sent to the player's lands if you have fallen out of favour with the Pope. They can accuse any agent of heresy, and if they are found guilty, they will be executed. Generals, and even a player's King, may fall prey to these agents of God. To get rid of Inquisitors, you can gain favour with the Pope by building churches and converting the population, and avoid attacks on any more favourable Christian nations, or perhaps even attempt to assassinate them.