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While Attila runs on the same engine as Rome 2, it has seen a good amount of spit and polish, especially when it comes to the amount of detail in battles present on units and in the maps. The Cinematic Cam remains the most enjoyable way to lose a battle If you want a dose of historical context in your skirmishes, Historical Battles also return, making for some challenging but exciting fights. Still, the vast amount of different maps, units and factions mean there is a lot of fun to be had with custom battles.
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There is a quick-battle option if you want to jump into a multiplayer game, but there is no ranked matchmaking or progression system like we saw with Shogun 2’s Avatar Conquest mode, which will probably disappoint some players. I did experience minor desync issues when playing the co-op campaign while the AI were taking their turns, but the game always recovered.Ĭustom battles are just as flexible as in Rome 2 you can have any desired combination of AI and human players facing off against each other, and the improved battle AI and unit behavior translates to longer, more epic battles in most cases. However this still means there is a lot on offer co-op and head-to-head campaigns actually work on launch this time, and the improvements that have been made to the grand campaign in singleplayer carry over to these modes as well. Creative Assembly touted Attila as a game aimed at fans of the series, and I think this is an accurate statement I would advise fresh blood to pick up 2011’s outstanding Shogun 2 instead.įor multiplayer, nothing has changed from Rome 2 in terms of modes available. The prologue campaign does a decent job of teaching you the basics, but some important factors like the political system are not very well explained. As a Total War veteran I was able to get to grips with most of these mechanics without too much difficulty, however I would hesitate to recommend Attila to someone who has never delved into the series before. You actually need to understand how all of the different machinations of your empire work in order to succeed, whereas in the past these elements have existed in the background and didn’t usually require much attention outside of the occasional crisis.
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One side effect that all of this tweaking and rebalancing has is to greatly ratchet up the difficulty level. If there is one complaint I could level against the real-time battles it is the dedicated naval encounters they remain slow, clumsy affairs, but this is partly a function of the ship technology that existed during this time period. Thanks to these tweaks sieges, combined land/sea battles and making use of the terrain now actually seem like important strategic variables compared to Rome 2 where battles ended so quickly that these elements never really came into play.
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