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GAMES

FEBRUARY 2015

JB Hi-Fi

www.jbhifi.com.au

FEATURE

030

visit

www.stack.net.au

Scourge

of

God

Fall of the Samurai

had

a completely different

feel and style to

Shogun

– how much does

Attila

differ from

Rome II

?

Janos Gaspar:

The short

answer is… significantly!

Attila

takes Total War

to a darker place than it has ever been before,

and this is reflected in both the visual style and

in the gameplay. Of note are the new systems

built around destruction: fire propagation during

battles allowing an army to put enemy cities

(and trees!) to the torch as they fight, which in

turn shakes enemy morale.

This is also the Migration Period, during

which swathes of great barbarian tribes

uprooted themselves, running from both the

Hunnic threat and the worsening climate in

the north. This prompted us to develop all-new

horde mechanics, which sees certain factions

eschewing region and settlement ownership

in favour of mobile, army-based campaign

gameplay. Each horde is, in effect, both an army

and a mobile settlement in one.

Attila

also features entirely new sets of units,

each with a look and playstyle appropriate to

the time, some 400 years after the events

of

Rome II

– a very long period during which

advances in military technology and tactics

changed up warfare considerably. Building trees

has also changed, and all of this is presented

to the player through an enhanced UI, with

comprehensive information readily available

to the player and presented through stunning

period-appropriate art.

Hunnic tactics were based on hit, fire and run

tactics – considering the limitations of the

battlefield in the game, will they be able to

perform the same manoeuvres?

Very much. The Huns have access to an

incredibly broad range of cavalry unit types,

many of which have the Scare trait, which

debuffs enemy unit morale. Their mounted units

include light cavalry, which are fast, agile, and

adept at hunting down ranged units. Lancers

are perfect at high-impact charges, which can

wreck an already pinned unit if you hit them in

the flank or rear. Their shock cavalry are lighter

and therefore faster than standard shock cav,

emphasising the Hunnic focus on mobility,

though the momentum of their impact

can cause irreparable damage to enemy

infantry units. Hunnic horse archers are also

excellent, as most get the Rapid Advance

ability, increasing their speed by 50 per cent

for a short period, and one of their key skills

is Parthian Shot. These archers were trained

to twist in their saddles and loose arrows at

targets behind them. Add all this up and you

have what is frankly one of the most potent

hit-and-run forces in Total War history.

What did you learn about the period, or

maybe from the life and history of Attila,

that you knew you had to include in the

game?

I can’t stress how important the concept

of barbarian migration was to the period,

and in developing mechanics for migrating,

regionless factions, we built the foundation

upon which the nomadic hordes could operate

freely without ever having to settle down. But

we also deal with the story of Attila’s life and

times in a very holistic fashion. His family are

present in the game; you’ll see them in the

Family Tree. And much of the game’s narrative is

viewed through the lens of early Christianity, so

we use the biblical language of the apocalypse to

present the changes that he wrought. Attila was

the scourge of God, he embodied the concept

of the Four Horsemen of the Apocalypse riding

forth as, one by one, the Seven Seals broke.

You’ll find references to these concepts

woven throughout the game, not simply in the

language we apply to descriptions and so forth,

but in the key event cutscenes that trigger as

the player hits certain campaign milestones, and

also in the very systems of the game itself. As

an example, The Huns’ cultural trait is ‘scourge

of God’, which brings a significant morale debuff

to any Christian factions facing the Huns on the

battlefield. This single feature is shorthand for

just how much period detail we’ve crammed into

Attila

, and how much rich, historical flavour the

game offers on both a narrati

ve

and a systems-driven level.

One of the most feared military leaders in history

becomes the focus for The Creative Assembly

in the latest TotalWar entry.

STACK

speaks with

creative lead, Janos Gaspar.

• Total War: Attila is out Feb 17