Rome: Total War - Barbarian Invasion Review
Less fashionable than Rome: Total War Barbie Invasion.
Version tested: PC
Total War's been reigning champion of the strategy game for the last five years. And, yes, it's been deposed twice, but only by its sequel. It does something that nothing else does even half as well, and at times seems to be the keeper of the progressive spirit for the whole damn genre. All true. But there's a question that nags me as I start to play this latest add-on.
Am I getting bored of it?
As I settled into the saddle of the horse I was born in, and consider the new options there's a half hour or so where there's a genuine sliver of worry. Sure, the game's as solid as ever I wouldn't be able to slag it because I'd seen its tricks before in a review. In games, for me, love doesn't fade into loathing but respect. But it's still not love...
And then the Huns sweep into Constantinople, I find myself grinning like a steppes-riding maniac and the magic consumes me.
In some ways, it's interesting to see just how Creative Assembly approach the mission packs. Not in a case of wondering what they're actually going to do, because its always the same thing (Barbarians Invade the civilisation that was built in the main game Mongols into Japan for Shogun, Vikings into England for Medieval) but rather wondering what bits of design they're going to use to illustrate it. It's a familiar tune but the improvisations make it feel like game-jazz.
(And, yeah, I'm getting purple. But this is Total War. If I'm not allowed to reach for the jar of special words for this, what am I allowed them for?)

And this is er - Bob Ghengis Khan [That's the Mongols, thicko Ed]
The biggest change, in terms of how it alters how the game plays, is that the more barbarous races are able to form hordes. This is to simulate exactly how mobile the tribes-people were in this era, knocking over each other like a row of dominos, with progressive waves of tribes pushing everyone westward. The Vandals, starting in Europe, ended up in North Africa. In game terms, this means when the final settlement of your empire falls, as long as you're a tribes-type, you're not knocked out, but rather your entire population become mobile armies which don't require financial upkeep. As well as whatever troops you've managed to amass, you get a whole selection of new armies to march off and find a new homeland. That is, find a new homeland and kick out its current tenants.
Several of the races such as the Huns I've become terribly enamoured with actually start in the horde formation, and are the catalyst to the general destruction of the world. They've got the initial tactical question do you settle early, and so transfer as much of their roving armies into useful population, or do you push on as far into the rich Mediterranean lands as you can, and risk depleting their troops? Or do you employ a scorched earth policy, attacking people on the way, sacking (which is a more extreme version than the previous settlement-destruction options) all the passing settlements, so gaining masses of cash, at the cost of a quicker depletion of troops? Either way, the fall out is going to chase you. My annihilation of a couple of tribes lead to all them becoming mobile, and heading off. By the time I'd settled in Constantinople, one of the hordes I'd created wandered into my territory and with my armies now citizens, I didn't have anywhere near enough force to stop them taking a city away from me. Damn. That they headed off in westward, along with the hordes which they had created... well, I had to question my actions. And admire them. The world's burning! Awesome!

Get him! He looks different to us!
More than any of the other expansion packs, there's an apocalyptic feel to Barbarian Invasion. Nation after nation becomes tribal, heading out to find new homes, burning places to the ground en route and the Roman Empire visibly falters. Even early in one of my games, I saw that huge numbers of provinces were in the hand of independent rebels which in Barbarian Invasion is a sign that someone has sacked the settlement then moved on and the Eastern Roman Empire had divided into three warring factions.
It's the end of the world as they know it. You, with the gift of 1500 years of separation, feel fine.
That's the basics of what Barbarian Invasion offers a more driven campaign than the traditional one, which inverses the difficulties. Previously, the rough lads had a hard time of it when the Romans were generally triumphant. Here, it'll be a serious pilum-bearer who'll be up to the task of preserving (or even reuniting, since its split into the East and West empires) the Roman Empire. There is, of course, more. The map's been reworked into new, period-proper provinces. Religion's importance has been increased, with Christianity, Paganism and the middle-eastern Zoroastrianism beliefs all influencing the population, with religious differences causing civil strife.

Sunday night at the Reading festival gets worse every year.
On a basic new unit level, the vast majority are appropriate and unique for the period. There's even some new special moves, with shield walls and a anti-cavalry circular-spear-pointing hedgehog available. Also, for those who want to get their swimming certificate half way through a campaign, there's the ability for certain unit types to swim, which is handy to try and avoid the killing grounds of bridge-crossing. While it has important tactical uses for those who'd wish to try it, the new night fighting option for experienced generals offers striking visual set-pieces that provide equally striking reasons to consider it. A sea of torches marching towards a high wall and a wave of flaming arrows streaking through the night...
Why not a nine? As magnificent an example of the add-on pack as Rome is, it doesn't redefine the game completely in order to make it an absolute essential buy for anyone who was interested in the mother-game. It's an imaginative more-of-the-same, but still at its core a more of the same. The mark's a buying guide, so an eight.
But that's only a mark. With Barbarian Invasion, the only mark that really matters is the mark you make on the world. That's what it gives you: Here's a world. Try to crush it or try to save it. It's your call.
And it's beautiful, like micromanaging while Rome burns.
8 / 10
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Comments (25) Latest comment 6 years ago
Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!
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EG's growing up...
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KG
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And a great game....
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Now, GEDDOWN TO WORK DAMMIT - WHERE'S THE BURNOUT REVIEW? GameSpy have counted that they will have to review 130 games by year end this season, and I am not certainly looking forward to reading 130 GS reviews.
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WHY GOD WHY DO THEY HAVE THAT B*ST*RD POPesque SLOW-MO TIME REPLY BACK TO THE START POINT IN CRASH MODE NOW?!??!
ARGRRRRRGGGGGHHHHHHH!!!!!!!!!!!!!
/combusts
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I FUCKING HATE IT!! ARGGGGHH!!!!!!!
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8 is a great score for an add-on pack.
Edit: Er... when I say "By definition" I mean "by my definition".
KG
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*Grabs coat and runs down to shops*
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That's what I was saying. I believe that by EG standards the mark is acceptable, it's not about that, I just think that there are some aspects of the game you didn't even scrape. And I'm also convinced that, if you loved Rome: Total War, this is an absolute must-have. After all the hard work I had conquering Rome with the Brutii, having it burned down with the Huns, butchering nearly 20,000 citizens in the process... it just makes me feel warm inside. Oh, and the Senate is gone. Some of you will be happy to know that...
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I was trying to write for the standard EG 1000 word review. Recent ones have stretched over indetrminedly. Rather than the back-of-box approach to break down all the features - though there was some of that too - I wanted to have a deeper look at one of the major ones - the hording - and how that extrapolated outwards to create the apocalyptic setting. I hoped there were enough statements about the Empire collapsing to stress the difficulty of the situation they found themselves in.
Sorry it didn't work for you.
KG
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P.S.: Finished Fahrenheit last night, and please, by the love of all that is good and pretty, everyone who reads this should go buy and play it.
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(Where was your review, btw?)
KG
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+1
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"P.S.: Finished Fahrenheit last night, and please, by the love of all that is good and pretty, everyone who reads this should go buy and play it."
I'm playing it at the moment, and although I am for the most part enjoying the experience I found some of the game design extremely annoying. Is it really only me that finds the character control sluggish, the camera controls awful (though I can see why they did that), the context icons unclear and the timed puzzles too tight to properly play through the first time?
As for the dialogue, I'm not sure whether there are some translation issues going on there (either from a localisation POV, or from David Cage himself) but OMG the dialogue is bloody awful. Like sub B movie quality ("I'll sleep when I'm dead" says Carla, "Thats our Carla" quips the old, soon to retire, front desk cop). Cliches spilling forth like marbles from a split carrier bag.
As for the stereotyped portrayl of the black cop character Tyler.... For. The. Love. Of. God.
Sorry to go off topic, but I have a Farenheit rant in the making for a few days now. Very much a "rent first before buying" title in my books. 'Cos I spy the contents of an Emperor's new washing line swaying in the wind.
EDIT: Just reread the EG reviews. Good to see Kristan gave mention to the awful controls. No word about Tyler's apartment being decked out wall to wall in 70s Shaft set rejects or the Huggy Bear music that plays when he enters the police station (I almost choked on my dinner when that one kicked in).
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Well, David Cage mentioned that he wanted Tyler to be a retro-loving Shaft-esque character and tbh I find nothing wrong with it. It's not over the top at all if you ask me.
I have friends who dress as if they lived in the 60's, listens only to 60's music and so on.
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It just seems a very unoriginal and cliched way to develop a black character. The fact that David Cage wanted him to be that way doesn't make it any less so. I'm not saying it is particularly over the top (except for the music, I stand by my original opinion on that one), just that it is not very imaginative. Just like the Fu Manchu version of a chinese man that works the bookshop (who bizarrely gets a New York accent all of a sudden. Was that a bug or did I miss something).
I am sticking with it, but its not all I hoped for is all. And so far the story is pretty interesting so I'll probably see it through.
Anyway, sorry to the R:TW fans for hijacking your thread, I'll shut up now
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(A black man liking funk records now isn't actually a stereotypical black character - in fact, its an oddly quaint one. Especially when Tyler's actual fashion sense is miles away from Funk - its really quite middle of the road. The rest of his characterisation strays from the standard Black character presentation generally, let alone games - he doesn't use any significant level of slang, he's kind, thoughtful, monogomous - if handling that badly, professional... I mean, drop the liking of funk records and there's very little that plays to a stereotype.
That said, I've yet to work out a decent justification for the Funk Orchestra following him around.)
KG
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Like someone said "Right, we need to pad out the Tyler character. He's black. He's sort of like Shaft (DCs own plan someone said). He plays basketball. He grew up in the bronx. He has a lot of (ill researched) 70s decor in his flat. We'll give him a suitably funky soundtrack that plays whever he enters a new place.".
Maybe its just me, and I'm seeing stuff that isn't there. I don't mean to make the whole focus of my point just about the Tyler character. It just stood out as one of several components in the game that didn't seem that original or developed. Each to their own I guess.
Sorry again for diverting the thread