We soft-launched with less content, which was generous but less, and people binge played through pretty much all of it straightaway. It seems excessive, but it turns out that was what was required. “Each one of these campaigns has its own mini battles, its own story arc, and there’s hours and hours of gameplay. “It’s a pretty crazy amount ,” Torsten said as he swiped through what looked like dozens of single player campaigns. However, while that’s a risk when challenging other players and raiding or trying to capture their lands, there are a huge number of single player quest lines to follow that you can indulge in instead. Things will become more difficult when facing off against similarly levelled opponents and having to tersely deal with another Titan. One swing of a club can knock a third or more of an entire unit into the distance. Titans are awesomely powerful, to the point that they might be able to win a battle all by themselves, so long as the other side doesn’t have a Titan of its own. We want a little bit of action and the feeling that there is, within reason, some urgency.” “It started to have this turn based feeling, and we didn’t want that. “We used to, and we removed it because it just felt weird when you could interrupt battles,” Torsten said. It makes use of the usual rock, paper, scissors style of countering, but however much thought you want to put in, it all rattles off at a rapid pace. Alternatively, you can draw a path that you want a unit to take, potentially letting you flank an enemy unit and getting the upper hand. Starting off by setting your initial formation before a battle gets under way, you can quickly tap units to match them up, or even let the game automatically set orders. There’s more than a few hints of Total War to the game’s real time strategic battles, but these are fights that have been dramatically shrunk from the Total War series’ vast scope to feature just a handful of units and last just a couple of minutes. Impressively, it doesn’t feel as though much of this is lost when stepping down to an iPad Mini 2, and the loading times are staggeringly small, taking just five seconds to load a battle and almost instantaneously sweeping from your city to view the grand kingdom map filled with the floating island cities of others, clustered as they are in their alliances. It’s quite the looker with just a single Titan on screen or when viewing your island from afar, but zoom all the way in and you spot the tiny little people walking the streets, the thick forests swaying in the wind – “It sounds really boring and silly, but we have really good tree technology,” NaturalMotion CEO Torsten Reil chuckled – and battles can feature hundreds of soldiers. The clouds that wrap around the edges of your floating island city make use of particle physics, crepuscular rays cut through the gloom, there’s real time reflections and so on. Mobile games can look pretty damn incredible these days, and while my first glimpse of Dawn of Titans was obviously skewed by viewing it on an iPad Pro, this is an gorgeous looking game, not just in realising a bright fantasy world, but in doing so on a vast scale. Out today on iOS and Android, Dawn of Titans makes for one hell of a change of pace from their short and snappy racer that you can play for 30 seconds at a time. Having seen and played CSR2 on several occasions in the run up to its launch, NaturalMotion are “those guys with the pretty looking drag racing game” to my mind.
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