

The user experience in general has been improved, so you can view and sort proper lists of settlements by things like population growth, meaning less time spent "clicking around" finding things, and there's a new "agent hub and quick agent panel" so you don't have to go looking for individual diplomats or spies that are available.

Shortcuts and commands have been updated, as there were "certain limitations" with the original. A lot of time has been spent making sure that it "feels like a modern game", as Smith put it, "so you can jump straight from Three Kingdoms into Rome Remastered." The big point they both stressed was that this is very much a "remaster, not a remake" - most of the changes or new things are experiential, above all.

Rome: Total War is a proper classic for strategy fans, of course - Feral's managing director, David Stephen, referred to the process as "a bit like recutting the crown jewels", which sounds somewhat nervewracking, but we spoke to Tom Massey and Edwin Smith, the team's head of production and head of design respectively, to get a bit more detail on what to expect from the remaster, and it sounds extensive. Feral Interactive has plenty of history with Total War, taking on the mobile ports of the original Rome as well as handling the Mac and Linux versions of the many others in the series for some time now.
