That was a perfect kind of playfield for us, an almost uncharted land in terms of RTS. What drew you to the iOS? Both the dynamism of this ecosystem and the quality of its platforms. If you don't reinvent yourself there, you will be crushed by competitors that will be 10 times more relevant than a lazy port. It's the same for the controls, you want a game where you can swipe, pinch, and tap - all the gestures you already know and that are suited on a touchscreen. For example you don't want two or three hours game sessions on your iPad, so having a game structured for 15-20 minutes battles is a big plus to the players. Other strategy franchises just created ports of their PC games to iOS and it didn't always work well - it's just too different, both technically and in terms of usage. I think it paid off as we got a very good reception both from critics and players they enjoyed having strategy suited for what they carry in their pockets. So from start we designed Total War Battles to be the best possible strategy game on any iOS device, including on iPod touch. Why was Total War Battles: Shogun the right way to do this? When you address players on new devices, you want to give them the best experience possible on the hardware they own. Total War Battles will soon reach other shores of the digital ocean and that's clearly the way to go for us. iOS was a first step, and really a trial run - we want to extend Total War to many other ecosystems. iOS was the initial target of choice as Apple devices are now powerful enough to run 3D triple-A games, and have such a wide market acceptance - so it allowed us to leverage many of Total War strengths we have: 3D mastery, motion capture, symphonic music and of course gameplay expertise. We wanted to expand the reach of Total War to other ecosystems, other platforms and other players and learn a little about development on mobile platforms too. Pocket Gamer: Why did you decide to bring the Total War series to iOS? Renaud Charpentier: Total War is one of the most established strategy games on PC and has been for 12 years now. In this interview with Renaud Charpentier, lead designer on Creative Assembly's digital team, he outlines why iOS and other mobile devices will play an important role in the future of the Total War series, and about the process of bringing complex RTS series to mobile. The result is Total War Battles: Shogun on iOS, which keeps many of the main tenets and functions of its PC counterpart - tactical combat, intuitive building, and unit management set in medieval Japan - but adapts the formula to best suit touchscreen devices. Let Ellen McLain, the original voice of GLaDOS, guide you through the tutorial, and learn all the tips and tricks that make a true Aperture Science employee.After taking the last 12 years to refine its real-time strategy craft on PC with the Total War series, UK developer Creative Assembly has decided it's time to transfer its knowledge to another platform. Make use of the many Portal gadgets, like portals, propulsion gel, repulsion gel, aerial faith plates, cubes, and more to bypass the sentry turrets, acid pools and laser barriers, solve switch puzzles, and make it through the test chambers unscathed. Enter the Aperture Science Enrichment Center and experience Bridge Constructor Portal – the unique merging of the classic Portal™ and Bridge Constructor™ games.Īs a new employee in the Aperture Science test lab, it's your job to build bridges, ramps, slides, and other constructions in 60 test chambers and get the Bendies safely across the finish line in their vehicles.
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