Expeditions: Rome Interview
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Expeditions: Rome launched a couple days ago. And whether you've been playing the game or are still on the fence about picking it up, you might want to check out this RPG Watch interview with Logic Artists' Creative Director Jonas Waever that goes over the game's historical roots, its strategic layer, the city of Rome, and more.
Here's a sample question:
RPGWatch: Can you give us an example of a unique strong weapon that has its own "story" in the game? Something like a magical artefact but without real magic, of course.
Jonas: The dagger of Tutankhamon is probably the most notable example of that. Famously, its blade was made with the iron from a meteorite. When you find it, it will not be in any condition to use in a fight, so you will have to find a way to reforge it before you can equip it. We have many "legendary items" in the game like that, and all of them have their own "charms" which are unique properties that make them hugely stand out from every other item. For example, in the demo, if you kill the triarchus Geminus in the very first scene, you will get his personal spear when you talk to Bestia once you get to Lucullus' outpost - its charm adds the status effect "Harried" to every attack you make with it, which decreases the target's damage on subsequent turns. While this is a fairly conservative example, some charms are complete game-changers in terms of how they let you use the item they're applied to. If you like a particular charm but you're not a fan of the weapon itself, you can dismantle the weapon and use its unique crafting component to apply the charm to a different item, as long as that item doesn't have a charm on it already.
What's curios is that even though Logic Artists is no more, the interview seems pretty optimistic about there being more Expeditions games in the future. And in the meantime, according to this PCGamesN article, we can expect at least one Rome DLC.