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Expeditions: Rome - the final Expeditions game from Logic Artists

CaesarCzech

Scholar
Joined
Aug 24, 2018
Messages
445
After playing A Legionary's Life where the developer both did their homework and integrated it into the game mechanics I can tell this is gonna be very hard to take seriously. I hate how powerful ranged weapons are in general in this series. Really doesn't suit the time period or small scale of the fights (Expeditions was theoretically the least annoying since crossbows and firearms were quite novel against natives, though somehow the native slingers were far more deadly than your muskets or crossbows). Melee should undeniably be king with ranged weapons situationally useful and supplementary for some hybrid characters at best. Half of the Expeditions battles felt more like a WW1 trench battle than the Viking era due to the accuracy and lethality of ranged weapons.

That was single man who managed to make game that has both the challange and the reward behind it and its often just text, Like He manages to make the text more rewarding than the items you get, when you take down that Macedonian Commander, you feel not only taking down one of the best fighters of the era but also avenging soldier who was with you since Spain, when you break Phalanx you really feel like legend and if you win that final battle you basically alter history because in Real life in that battle flank you fight on was almost routed before the other one got behind enemy lines and saved it, you can make it that enemy has wedge in their lines and cant advance and your flank is reorganizing and starting pushback, like It doesnt have you pull some fantasy shit to single handedly win battle but it does have turn near defeat into stalemate and setting up much better situation for that rear attack, It kinda gives that feeling of something utterly heroic but also realistic even its in the 0,001%.
 

CaesarCzech

Scholar
Joined
Aug 24, 2018
Messages
445
I kinda wonder how Devs want to handle diplomacy in Gallia since you are technically under Rome Aegis.
 

Abu Antar

Turn-based Poster
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Enjoy the Revolution! Another revolution around the sun that is. Shadorwun: Hong Kong Divinity: Original Sin 2 Pillars of Eternity 2: Deadfire Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
https://community.expeditionsseries.com/index/dev-diaries/devdiary-9-playstyle-variety-r15/
06_Aqueduct.jpg.6d197a96482640bb49a20d89053bdb8b.jpg

DevDiary 9 - Playstyle Variety
Ave, and welcome to our ninth DevDiary. If you were expecting something spooky, you’re in the wrong place: Ancient Rome obviously did not observe All Hallows Eve. Come back on December 17 for the Saturnalia.

Lately our DevDiaries have been delving into very concrete and specific game systems, with diaries discussing character progression and the specifics of the crafting mechanics. Today we’re going to take a step back from all that and look at a more high-level aspect of our game design: how we strive to support multiple play styles.

Different play styles have always been an important part of our game design philosophy, and we consider it one of the most important aspects of roleplaying games – after all, roleplaying shouldn’t just be a matter of what you say, but also what you do. Play styles is a broad topic, and in this DevDiary we will touch on the way roleplaying choices affect the story; we’ll examine how quests can be approached in various ways; and we’ll even look at how difficulty settings change the player experience.



Expeditions: Rome has many strategy elements but it is first and foremost a roleplaying game. As we have already discussed, key to the RPG genre is choice and consequence in the narrative, and in Rome you will often get to make important decisions that branch the way the story progresses going forward. One of the major factors we expect to inform your decisions is what kind of legatus you have chosen to play as: are you a ruthless conqueror whose only loyalty is to the might of Rome? Are you a philosopher-general who strives to mitigate the horrors of war and address the needs of Rome’s allies and rivals alike? Are you purely concerned about your own quest for vengeance, or the power and wealth of your family and friends?

Most of these roleplaying choices come out during dialogue, but your agency as a player does not just flow from the dialogue system to the combat system. Sometimes you’ll make decisions directly through how you move through the game world. Approaching a combat area from a particular direction may change the objectives of the fight or drastically alter the starting conditions. Interacting with a certain object may unlock new options for you in a given scene. Best of all, even within some combat encounters, there may be multiple ways to win the fight which can change the direction of the story surrounding that fight. A lot of the time this boils down to whether you pick a sneaky and circuitous route or launch a direct assault – and of course different members of your praetorian guard will advocate for different approaches.



Let us give you an example from early in the game: in one scene, you and your praetorian party have spearheaded the assault on Mytilene, the enemy stronghold on Lesbos, and you have breached the courtyard where you are ready to confront the Pontic general Archelaus, who you have had a very ill-fated run-in with in the past. Archelaus is surrounded by a large group of his soldiers. As the encounter begins, you are given two objectives: kill Archelaus, or kill enough of his people to make the Greeks surrender.

Though Archelaus is a dangerous combatant who is very difficult to take down, it may be faster to kill him than to get bogged down hacking through his guard. However, if you manage to force a surrender, Archelaus can be taken prisoner and may be used as a bargaining chip in a later quest. Either solution is a valid path to victory.



Before we move on to the next topic, we should touch on one final way in which your play style can affect the game itself: your character builds. We won’t delve into much detail here since we’ve written much about this in previous DevDiaries – suffice to say that you have many varied options for how to build your characters in terms of picking their class skills when they level-up and outfitting them with certain weapons that offer certain attacks. In addition, you are usually free to bring any combination of characters into a fight, which can drastically change the tactics at your disposal. Do you pack your team with shield-bearing heavy infantry and turtle your way to the enemy lines? Or do you bring archers and skirmishers to hit the enemy with some shock-and-awe? It can be great fun to try the same fight in different ways and see how drastically different things play out.

Now, changing the way you play and picking and choosing from the tools available to you during the game is one thing, but there is another, arguably more important factor that will change the way you play the game: which difficulty settings you choose.



As with previous games, Expeditions: Rome offers a set of overall difficulty levels, with the option to further customize the challenge of each individual aspect of the game. If you just want a reasonably consistent difficulty, you can simply pick a difficulty level and count on every part of the game mostly matching what you picked. However, if you are for example a turn-based tactics afficionado who wants a steep challenge in combat, but not a big fan of resource management and logistics, you can turn down the Resources and Battles difficulty to reduce the drain on your denarii and manpower while leaving the rest of the settings on higher difficulties.

You can even customise what type of difficulty the game offers: say you don’t want combat to be too lethal because it punishes your mistakes too harshly, but you do want the AI to make very few mistakes and generally make the best possible decisions during combat, you can lower the enemy damage slider while raising the AI difficulty slider. Expeditions: Rome is a large and very feature-rich game, and we acknowledge that not every player is equally interested in every aspect of the game. If you just want to breeze through combat but still have difficult choices to make about how and where to spend your resources? More power to you.



Undoubtedly the two settings that most significantly change the play experience, and which are therefore presented separately from the general difficulty level, are Combat Death and Iron Man.

By default, when one of your people is incapacitated during combat, they will just suffer a long-term wound that must be treated while you travel, but after the fight they will get back on their feet again. Only if you are unable to treat their injuries for lack of medicine or skilled healers, that character may die permanently. However, if you enable Combat Death when you begin the game, characters who go down during a fight will begin to bleed out. You can stabilize them with bandages or certain skills, or even bring them back to their feet if you have a sufficiently high-level medicus on your team, but if you don’t get to them in time, they will perish outright. If a regular praetorian dies, you can replace them, but the death of a companion will result in a game over. Though this is not the default setting, we’ve found that it adds a very exciting element of pressure to combat and tends to result in a lot of nail-biting last-minute-rescues and tough tactical choices, and we strongly recommend that you enable this setting if you are familiar with turn-based combat.

Iron Man works a bit differently in Expeditions: Rome than you may be used to from other games. Our Iron Man setting is not about turning Rome into a roguelike – your savegame will not be deleted if you die while this option is on. Instead, it is a way for you to force yourself to live with the consequences of your choices. When Iron Man is enabled, you will be restricted to one single save slot, and that slot is automatically overwritten any time an autosave is made. Thus, you are strictly limited in how far you can turn back time while you play. Usually, once you see the outcome of your decision, your savegame has long since been updated, and you will not be able to go back and undo that choice. This lends a certain weight to your roleplaying choices, and we believe you will find that you are more satisfied with your decisions when you know they cannot be undone.



We hope you have enjoyed this little peek into some of our overall design principles when it comes to shaping the different options players have for how to play our games. If you’d like a more concrete demonstration of how these principles can play out in practice, please join us on Wednesday November 3rd, at 1:00 PM Eastern / 5:00 PM GMT on the THQ Nordic Twitch Channel: http://twitch.tv/thqnordic. This week we have a special treat for you, as Senior Producer Brad Logston will play through one of the first quests in Expeditions: Rome while Creative Director Jonas Wæver and Combat Designer Hans Emil Hoppe Rauer watch and laugh (and provide incisive commentary).

Until then, Valete!
 
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Shrimp

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Joined
Jun 7, 2019
Messages
1,058
Still no news of a release date? The year is close to coming to an end, but we still don't know when they're planning to release it except that it's in 2021.
 

Terra

Cipher
Joined
Sep 4, 2016
Messages
897
I hope it releases this year because I really want to play it during my xmas holiday, lol, unless it's not ready... But it's all getting a bit reminscient of the Divinity Fallen Heroes situation at this point for me, it's been too long since we've had a new game from these devs and its sorely missed.
 

Kem0sabe

Arcane
Joined
Mar 7, 2011
Messages
13,087
Location
Azores Islands
I hope it releases this year because I really want to play it during my xmas holiday, lol, unless it's not ready... But it's all getting a bit reminscient of the Divinity Fallen Heroes situation at this point for me, it's been too long since we've had a new game from these devs and its sorely missed.
Are you really aching to play as Rome's last action negress?
 

deuxhero

Arcane
Joined
Jul 30, 2007
Messages
11,388
Location
Flowery Land
They've talked about the PC's dad a few times. Have they given any mention to the PC's mom? I think some brief mention that PC's dad bought, freed and married some exotic slave he was attracted to and she's dead by the time the game takes place is a sufficient excuse to allow the player flexibility in visual customization while acknowledging how unusual it is for the setting yet also not breaking it. The hardest appearance to justify with that would be the PC having non-black hair.
 

Mauman

Learned
Joined
Jun 30, 2021
Messages
930
how unusual it is for the setting yet also not breaking it.

It would still be broken like you struck it with a sledgehammer. As far as I'm aware, there were no black female legionnaire leaders (etc...).

On the one hand, I get it, people like to make characters that look like themselves.

On the other hand....I feel that a game set in a real historical setting should have SOME semblance of actual historic accuracy. Warts and all.
:?
 

cyborgboy95

News Cyborg
Joined
Aug 24, 2019
Messages
2,760
https://community.expeditionsseries.com/index/dev-diaries/devdiary-10-music-and-audio-of-rome-r16/

DevDiary 10 - Music and Audio of Rome

Hey Guys! Thomas here, the composer for Expeditions: Rome - I wanted to talk a little about the scoring of Rome, the process, the recording, and some cool and unique things we got to do with this score.

We recently recorded the entire score, around 75 minutes so we’re all done, and I’m really looking forward to sharing it with you guys – I started writing the score in March 2020. It was clear from early conversations with Brad, Jonas and Justin that it’s a hugely complex and challenging game. The initial conversations to do with score were centred around finding the tone for the four distinct regions and also the importance of finding our music for each of the characters we go on the journey with - having spent the last few years writing mostly for film it was pretty interesting transferring that that across to the gaming world. Aside from technicalities (not altering the BPM’s of tracks, and the need for tracks that evolve and don’t get repetitive when playing for hours) I treated it exactly the same as I would any film - I wanted to get under the skin of the characters, learning there life stories, work out why there where they were, and what makes them tick.

We decided early on that the player would have their own theme to take them on the journey: something we could morph and twist to fit their journey and that acted as a reference point for the player and evolved with them. I looked at the vivid colours of the game and had a lot of conversations with Jonas about the feel and tone we were going for, and essentially treated it as a film but one with thousands of possible journeys and endings. Our “Player’s Theme” was the starting point for this: it was essentially a suite that I wrote at the beginning containing the player’s theme, and two other themes relating to two other key characters. I’ve shared it below -



The “Player’s Theme” was essentially our Rome Tone of the game. There were three other main settings to contend with - Africa, Gaul and Greece - and whilst the player theme pass across these regions, the palettes are extremely different. We did a lot of research on the Ancient instruments used in those times and it was often interesting as there were some instruments that no one knew what they sounded like - or at least everyone had a different opinion. It was so important to us that our score sounded authentic and true to its time whilst trying to take it a step further and really try and add something extra to the players experience. We used a whole host of ancient instruments, including Lyres, Kitharas, Ancient flutes like Neys, Cornus and a Tibia - one of my favourite days on the score was working with Andy Findon - an amazing Flautist but also a specialist in playing any woodwind instrument under the sun, we spent a day recording tens of woodwind instruments and where we couldn’t find one that suited the tone of what we needed, he would invent one with us in the studio!




For instance Cleopatra’s theme was originally on a Duduk, but it wasn’t getting the sultry arrogance we needed - so he placed some clingfilm over a wooden flute mouthpiece and it created a very edgy but organic sound and something totally unique to Cleopatra - you can hear it below -



The most enjoyable part of the process was the final recordings - we recorded two orchestras, one in Sofia and one In Vienna, and then we had 6 Artists that we choose to represent our characters - on some of bigger battle tracks we ended up with around 140 players on a track, which is quite a sound! The soloists then added the emotion and rawness to ground us in our areas. After all the tracks were mixed, Justin (audio director) and his team have taken them and worked their magic - I’ve been lucky to work with Justin extremely closely over the last year and a half and it’s a treat hearing some of the ways the music has been used. Now I’ll pass it over him to talk a little about his process.

Hi Folks! I’m Justin, the Audio Director for Expeditions: Rome.

Working with Thomas on the music for the game has been a dream. We’ve worked together on a few other projects before this and while Brad, Jonas and I were forming ideas on what the game would sound like in the early days, Thomas was always in the back in the back of mind as a perfect fit!

With a game as deep and vast as this, we wanted to ensure that the music helps set the tone without running away with it or getting boring and repetitive.

In the early stages of composition with Thomas we discussed ways in which we could leverage his pieces into different ones, so there was a lot to consider in terms of musicality: keys that complement each other and keeping the BPM consistent across the tracks so we could transition elements and new sections in and out with ease.



All of the music and sound has been implemented directly into Unreal. Our talented Audio Designers, Pablo and Anders, have built some incredible systems to manage the sounds of the game in its various states.

One of the shining examples of this is the Timesynth system that we use for combat. It allows us to dial the intensity of Thomas’ music up and down depending on certain conditions within an encounter.

In this clip, we see Bestia’s dramatic introduction to the game and it’s the first time we have our combat system do its thing, dialling Hostilia straight up to 10 as he makes his entrance. I recorded this myself on my own computer, so forgive the potato quality video - it's all about the music!



The system was always in mind as Thomas and I were discussing the combat pieces. He’s done such an awesome job to provide us with a score that’s so versatile.

There was also a lot of thought put in to how we properly translate the pieces into the game. This is a score that’s wonderful to listen to by itself, but the combat and siege tracks in particular took some careful planning to ensure we had movements within each piece that we could use in specific ways.

We hope you've enjoyed this deep dive into the music and audio of Expeditions: Rome: We have an exciting, special stream this week where Senior Producer Brad Logston will be in the London Studio with Composer Thomas Farnon. We'll be doing a longer stream where we release a new teaser trailer about the music, listen to various tracks on stream, and announce a unique special event that will be super exciting! We hope you join us on Wednesday, November 17th at 1:00 PM Eastern / 6:00 PM GMT on the THQ Nordic Twitch Channel: http://twitch.tv/thqnordic.

Share the word with all your music friends too; this is a unique treat and we hope you tune in for a fun, exciting stream. See you then, Valet
 
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Infinitron

I post news
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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
We have an exciting, special stream this week where Senior Producer Brad Logston will be in the London Studio with Composer Thomas Farnon. We'll be doing a longer stream where we release a new teaser trailer about the music, listen to various tracks on stream, and announce a unique special event that will be super exciting! We hope you join us on Wednesday, November 17th at 1:00 PM Eastern / 6:00 PM GMT on the THQ Nordic Twitch Channel: http://twitch.tv/thqnordic.

Hmmm.
 
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Lacrymas

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Sep 23, 2015
Messages
18,001
Pathfinder: Wrath
"I treated it like a film". Wrong approach there, buddy. I've composed for film before and that doesn't work for a game.
 

Zann

Cipher
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Joined
Jul 25, 2012
Messages
206
A Beautifully Desolate Campaign
DevDiary 10 - Music and Audio of Rome said:
We did a lot of research on the Ancient instruments used in those times
It was so important to us that our score sounded authentic and true to its time

Then proceed with generic orchestral TV series shit as the "Main Theme Teaser".
I somehow doubt they even checked out Synaulia.
 

Shrimp

Arbiter
Joined
Jun 7, 2019
Messages
1,058
I feel like they probably could've done more to advertise the game. If the plan is to just quietly release it I'm not sure how many people even will be aware that it exists.
If memory serves me right the exact same thing happened with Vikings. Even long after it had come out people were surprised to discover that there had been a successor to Conquistador.
 

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