City-building games, where you’ll work to conquer the world through a mix of smart growth and careful management of your resources, are a staple of the strategy genre. Taking many elements from that, but wrapping everything up with much more of an overall battle-driven focus, you have Great Conqueror: Rome. If you’re expecting an experience like you’re used to you’ll likely be a bit thrown by it, the depth of your options is limited here, with everything ultimately revolving around the support of your armies. The return on what you lose in exchange is a wider variety of options for units and how they can be supported, and combining that with the many factions and the tendency for the map to be in pretty regular disarray with combat taking place can make for some excitement. I’d say the biggest letdown is just that there seems to be an expectation that you’ll just understand what needs to be done amid the chaos when you’re given objectives. You can work out what needs to be done through trial and error, exploring your options for development and then learning (often the hard way) which combinations of units are suited to which types of warfare. If you’re willing to invest some time and effort into the intricacy this should be a reasonably good time, but if a slow burn for enjoyment doesn’t sound like a great idea you’ll likely want to pass on this one.
Justin Nation, Score: