Posts Tagged ‘Creative-Assembly’

Alien: Isolation Devs Talk Xenos, Horror & the Ripley Dynasty

We sent Brendan to Creative Assembly to meet the star xenomorph of their new first-person survival horror, Alien: Isolation. While he was able to file yesterday’s extensive hands-on report from the field, he has not been seen since. But a crack team of RPS androids infiltrated the facility and recovered a sticky voice recorder with his name on it, containing an interview with Al Hope, Creative Lead on the project and Jon McKellan, Lead UI Art & Design. Here is a transcript of that interview, in which they discuss why this is true to Alien, who else players may encounter, how they think they can keep a single foe scary throughout, hiding in lockers for ten minutes and how and why Ripley’s daughter is the protagonist.
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Ripley Rumours: Creative Assembly’s Alien – Isolation

After Colonial Marines, Sega must have been briefly tempted to nuke the Alien license from on high. Hope remains, however, that the publisher hadn’t placed every grotesque Giger-egg in the same basket. Back in May 2011, Alec was visiting the total warriors of Creative Assembly when the studio’s work on the Alien (not plural) license was announced. “I’m told they’re adamant they’ll take their time over it”, he said, little realising that two years and more would pass before we mentioned the game again. Yesterday, Sega trademarked the name Alien: Isolation and Kotaku shared apparent details about the game that they received from ‘a person familiar with goings-on at Sega’. Follow me into the land of convincing rumours.

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Total War: Rome 2 Patches Fix Bugs, Add Steam Workshop

Angry Total War forumites, yesterday.

When Total War: Rome 2 entered the gladiatorial arena of Adam’s Wot I Think, he found it easy to love, but knocked it to its knees for its crashes, bugs and AI idiosyncrasies. A portion of the audience have been calling for its thumbs-down slaughter ever since.

Creative Assembly have spent the time since release putting the game through a series of training montages, so that it might rise and fight again. Last Friday’s update combined dozens of new tweaks and fixes with a new faction and Steam Workshop support.
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Wot I Think: Total War – Rome II

I’ve been waiting for Total War: Rome II for a long time. My fondest memories of the series are still tied up in the original Rome, despite all that has happened since, and now that the sequel is finally here, I’ve immersed myself in its world. Was it love at second sight or the end of an era? Here’s wot I think. It’s complicated.

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Let’s Talk (And Play) Rome II Multiplayer

The Youtube generation has a lot to answer for. We used to call these “Gameplay Trailers” but now those hip young kids have their “Let’s Plays” and their “unboxing vids” and the ancient golems of PR, marketing and development are racing to catch up. Creative Assembley’s latest Rome II effort has two rad fellows spitting rhymes (disclaimer: may not contain rhymes) and throwing info about new features in the strategy sequel. Then they realise what we’re all here for and get down to proxy-beating on one another via the medium of tiny digital men. Onward, to glory!

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Try And Trireme Again: Total War – Rome II

Professor Veronica Marbles, chair of the Serious Person’s Classical History Forum, would almost certainly be outraged by the contents of the video below. It’s almost four minutes of naval combat in Total War: Rome II, you see, and it’s so preposterously crunchy and wonderfully dramatic that it can’t possibly reflect the reality of wooden ships at war. At one point a pack of smaller ships surround a larger vessel, punching holes out of its hull, like particularly angry jackals swarming across an elephant. Boarding operations resemble terrifying alien invasions, furious creatures pouring from deck to deck with no regard for life or limb. One ship simply chooses to disintegrate on impact. Surely, Professor Marbles, this was not the way of it? “THE RIGGING IS IMPERFECTLY PORTRAYED”

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Veni, Vidi, Dixi: Total War – Rome II Interview

While in Rome, playing Total War: Rome II on the set of HBO’s Rome, I spoke to Michael Simpson, Creative Assembly’s studio director. What was supposed to be a ten minute sprint across a hastily reduced list of questions transformed into a longer stroll when we both realised we’d rather talk than take lunch. We begin by lamenting my ability to die in a tutorial, move on to the clash between history and Hollywood, and then discuss some fundamental design philosophies. The latter portion of the interview moves away from the specifics of Rome II to explore how Michael, and indeed Creative Assembly, consider the player’s time to be their most valuable resource.

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He Comes: Rome II Hannibal Trailer

It’s all been a little historical on RPS of late, what with bringing you not only Adam’s ginormahuge and historically important hands-on feature for Creative Assembly’s Rome II, but also the latest trailer from the depths of… wherever makes Rome II trailers.

Lo, it introduces the legendary Hannibal Barca by way of debate in a Roman council on his next move in the on-going war. Take a look beneath, like an archaeologist of fun times.

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Hands On: Total War – Rome II

Sit me in front of a solid strategy game for a few hours and I’ll ask you to give me a few hours more. I visited Rome recently to play Total War: Rome II. It’s not that Total War games live in Rome, but it was an amusingly appropriate location to host what appeared to be 99% of Europe’s gaming press. After two hours with the game and half an hour talking to the developers, I packed my bags and went to sit in a hotel, wishing that I had those few hours more. Thankfully, after the trip I received a preview code, so two hours turned into many. As a lapsed admirer of the series, I waited for Rome to suck me back in.

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Rome II Will Conquer 35 GB Of Your Hard Drive

Creative Assembly need to tell you something. The Horsham-based developer has been trying to let the world know how large Total War: Rome II is for ages now, showing off its enormous battlefields, the thousands of men rushing around the place, the naval units that lurk offshore. The elephants. Having played the game myself at Rezzed, I can confirm that the wars do appear to be total, stretching from one exquisitely rendered horizon to the other. To communicate and celebrate the game’s grand proportions, another of those massive screenshots has appeared, showing a ruckus down by the Nile. Oh, and the hefty system specs have been confirmed. 35 GB of HD space is probably around a megabyte per elephant.

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