Even in Leipzig Games Convention's vast business area, which kept its doors firmly closed to the public, SEGA managed to maintain a busy, bustling press booth. Tucked away in a side room with Creative Assembly's Studio Director Mike Simpson and Lead Designer James Russell, I managed to chat in depth about Empire: Total War, the latest release in the staggeringly popular series of RTS war games.

Where exactly does empire take the Total War series now that it has been so developed and reworked?

Mike Simpson: Well, we develop the series with a two stage approach. What that means is that every other Total War game we go through a 'revolution'; in other words we start with a completely new game engine. In the games between the revolutions we go with an 'evolution', where we refine the previous game engine. This time round we are going with a revolution.

Pro-G: So what does that mean in terms of differences the player will see?

James Russell: I guess the biggest single difference, and the big new feature that we've put in the game is the inclusion of navel battles. So now we have huge scale navel battles as well as land battles and the turn-based campaign, so now we've really got three games in there instead of two - it fits the time period of the game perfectly.

Pro-G: With a revolution it is inevitable there will be new ground to tackle. What kind of challenge has that bean for you?

Naval battles are making their debut in Empire

Naval battles are making their debut in Empire

Mike Simpson: We've always wanted to do navel battles, but we've always wanted to make sure that when we do them, they are better in our game than in any that has come before. We set our standards high, so that has been a challenge. There has been a whole new game with new weapons and new tactics to work out, and we still have a lot to do, but we're very happy with the results so far.

Pro-G: So how much more work is left on the game?

Mike Simpson: Well, the navel battles are looking good, and the land battles are still a little behind. We certainly have a lot of work to do. We're maybe 50% of the way through, so over the next year we'll be gradually showing you more and more as we get through it.

Pro-G: Speaking of the land based battles, what kind of new developments are there in that area of the game?

James Russell: Well, there are loads of new features on the land battles. Obviously with the setting in the 18th century there is a lot more emphasis on gunpowder warfare and that introduces loads of new gameplay. There's still plenty of melee combat too, as the muskets of the time weren't that effective, so you'll see some pretty close quarters battles and loads of vicious hand to hand fighting with bayonets. There is also a greater emphasis on range weapons and cover, so for the first time we have battlefield buildings that you can send units into, who will take up positions at windows and fire from and to other destructible buildings.

Mike Simpson: Which of course was a feature of the period, if you look at some of the famous battles, like Waterloo, they were all focussed on these kind of tactics.

Pro-G: So historical accuracy is important to you?

James Russell: We always use history as an inspiration for gameplay, but there's not really a conflict between being inspired by history and creating gameplay. We've naturally found history has created a great game template for us.

We've got a while to wait, but it's already looking great.

We've got a while to wait, but it's already looking great.

Pro-G: And what period does the game cover?

Mike Simpson: Speaking approximately, it covers the period from 1700 to 1800, with a little bit on either side, which is a time when Europe was really projecting its power overseas, meaning the game expands not only across Europe, but into India, westwards towards the United States, and the Caribbean as well.

Pro-G: With regards to the technical developments in the series, where have you been pushing things?

Mike Simpson: I think again it's the navel battles, because the sea has been one of the biggest challenges. I actually gave one of the programmers an enormous book called 'The Sea' full of photographs of waves and the sea in all different weathers all over the world, and a great deal of effort has gone into reproducing a realistic sea, which I don't think anyone's really done in a game before. You look at other games and the sea looks great on a sunny day in June when it's hot and there's no wind, but it doesn't during a stormy force 8 gale in winter. We've tried to do that and we're very happy with the technical challenges we've overcome.

Pro-G: And the dynamic nature of your sea has an impact on the battles as they play out?

Mike Simpson: Oh yes. The ships move with the sea and the winds, so movement and accuracy is affected by the elements.

Pro-G: Thanks very much for your time guys.

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Lol's Avatar
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Lol

It comes out march 3rd
Posted 20:19 on 25 January 2009
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Battle flag

Anybody seen the land battle preview? My eyes exploded when i saw it, they were a few things however that caught my attention! Why did the officer at the beginning stand in front of his men when he was telling them to fire, talk about dumb AI. Also the way they presented their arms was a bit weird... not sure if anyone else noticed it. And many ppl have been saying the building that toppled over in 1 go after been struck by morter fire.. needs work. Its still early days so im counting on CA not to mess this up. BTW, with the musket thing... erm maybe they should handle a musket as if it is a heavy piece of weaponary... because it was.... i mean when they took aim... wich is hard to do with a muscket..lol.. it didnt really seem they made an effort it was just a very quick motion. I suppose they could take careful aim when told to do so by an officer but in the heat of battle they should start to fumble with their weapons... depending on the experience of the unit of course :D. Yes! and their should be a lot of gunpowder smoke on the battle field... didnt reallt see that much yet... of course u should be able to swith it off. Because i imagine that their will be some ppl out their who will complain cause they cant see the enemy. But u couldnt in that time period anyway... a battle was heard not seen.. but then they shouldnt go over the top i mean i dont think they had smoke machines back then :D Please! CA dont rush this one, it needs to be perfect because i am so pationate about this period.
Posted 10:09 on 05 October 2008
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Cpt. Cook

Lol my comp has just been upgraded, and I thaught he was putting 2 gigs onto the pc but its 4 gigs instead... so id be very surprised if i cant play empire on high settings. The other day i was on Medevil 2 and its awsome, i can put everything on high and its as smooth as anything. hehehe im sooooo excited, for so long i have had a sh*t comp with only half a gig.
Posted 17:11 on 17 August 2008
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Bjorn

It´s 16+ it is showing on allpreview vidoes but Iam wondering when the demo will be relesed soon I hope !!!:):)very soon can´t wait:))
Posted 13:36 on 17 August 2008
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Cpt.Cook

I see, the more graphic the better... it is war after all. I cant wait to blow entire files apart by grape and roundshot.I hope I'll have enough ram to play this game to the maximum settings, I'd be content with medium settings tho. Do you think 2gigs will be enough?
Posted 14:33 on 14 August 2008
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blaze

i don't think a 10 year old kid should be able to get his hands on this one, they're expecting to rate this M (17+) due to the graphic nature of this time period. i personally agree to this rating if they make it good and realistic.
Posted 02:06 on 05 August 2008
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Cpt. Cook

Imperial glory was ok, the game had a few flaws and disappointments, and when I first played the game years ago I thaught that total war could have done a better job. And now they are working on Empire total war! Some ppl have been saying that this game is going to be boring. Well let me start by saying that there was a lot more to 18th centuary warfare than just shooting the hell out of each other with musckets. And maybe before judging this game because of the time its set in, maybe you should read about that time peroid and do some research. Ive always loved playing total war games, the only thing i didnt like was the AI and the bugs, but hopefully they wont rush this game onto the shelves because a 10 year old kid cant wait to get his sweaty hands on the game.
Posted 21:06 on 06 July 2008
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Sharpe

I think delaying this game is a good move by CA because now they have plenty of time to improve the AI and, making the Empire experience more realistic and fun. Personally I think that there is no point in realesing a game that has dumb AI and is full of bugs. "So!, begone ye scamps! Back to Rome and Medevil with ye! and dont come back till March 2009!" :)
Posted 17:03 on 05 July 2008
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Flyboy

This should be an epic game. The scope of what a player can do now that naval battles are included should make the game very good. I just hope the Naval battles are epic and gorgeous. The only game i have played that made my jaw drop as an game like The total war series is Imperial Glory. That game was awesome. If you havent heard of it i suggest you look it up.

As for the core gamplay is concerned i do hope that theres not to much of a radical change. I cant wait till this game is out. This is gona be massive.
Posted 22:31 on 04 July 2008
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DemonPaladin

how many troops will we be able to have in one battle ?
how many ships ?
Posted 20:07 on 03 July 2008
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jbizzel

what are the grahics specifications it could only work on the best computers
Posted 22:59 on 28 June 2008
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Captain Jack

hidding ships would be good but if you had a fleet of over 100 ships why would you want to hide them.
Posted 18:47 on 11 June 2008
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Joan O' Da Ark

I dont think that you should be able to see ships on the camp. map like you could in MII with the armies. Your ships should be able to hide around islands and stuff for ambushes
Posted 12:57 on 25 May 2008
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Joan O' Da Ark

I havent seen any land battle screenshots yet does anyone know if there are some?
Posted 12:54 on 25 May 2008
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Mike Hanagan

, if the British had to many advancements there would be no reason to play as anyone else. Also, sometimes historical acurracy takes the back seat when creating a good game. Congreve Rockets will prohably be allowed to reasearch in late game.
Posted 08:34 on 24 May 2008

Game Stats

System Requirements
Release Date: 04/03/2009
Developer: The Creative Assembly
Publisher: Sega
Genre: Real-time strategy
No. Players: 1 + Online
Rating: PEGI 16+
Site Rank: 397 46
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