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Mad Dojo. Rating 4. Toy Defense 2. Sudden Strike 2. Star Defender 3. Alien Wars. Then there are fortress sieges and assaults. Never fear, say I, Praetorians is almost here. Well, yes and no. For instance you can't spin the camera, nor can you zoom in or out on the countless dozens of troops. Why so? Because of the engine, however, we can zoom in for cut-scenes and show the individual faces on the characters, which will drive the story forward.

The storyline is important, in that although the campaign is a linear one, you play throughout the rise and fall of the Roman Empire, controlling each of the game's three races in turn. Moreover, the battles themselves are based on real events, one for instance has you guiding a small Roman detachment through the mountains to outflank a barbarian army - perhaps the first ever documented use of Special Forces behind enemy lines.

Rather than dragging boxes around your troops, Praetorians' troops are pre-grouped, Shogun-style, with you being able to split formations up as and when you see fit. Of course there are the usual gamut of soldiers, from those on horse and camel, to archers and infantry, but rather than employ the tired paper-scissors-stone formula, each unit has a sting in the tail, a secondary skill if you will.

For example, Roman heavy infantry can form into the famous tortoise formation and use javelins as short-ranged weapons. There are some highly original units as well; rather than have scouts, armies can employ men with hawks on their arms that can be launched skywards to seek out the enemy. Then there are the commanders that can recruit and train soldiers from local villages under your control. Best of all you can use engineers to push huge siege towers into place, drive battering rams into city gates or storm the walls with ladders.

Watching the game in action it has to be said it is a wonderfully animated game, easily on a par with the recent Battle Realms. If the game underneath ends up being half as good as the graphics, we are in for a real treat indeed. Robbie left Take That, Geri expelled herself from the Spice Girls and now the square-jawed creator of the Commandos series, Gonzo Suarez, has packed up his pencils and vacated the offices of Spain's most prolific games developer, along with seven of his most trusted allies.

You would have thought such a mass departure would spell doom for one of Europe's most respected games studios. After all, the last great high-profile exodus from a games developer saw a similarly sized squad of talent leave Ion Storm - and we all know what happened to Daikatana as a result.

Gonzo and his fellow escapees from Camp Pyro worked solely on Commandos and left only when the recent console conversion was complete. If any game's going to suffer, it's the third in the classic WWII series, due some time next year.

Praetorians, it seems, is safe. I hope they are very successful in their new challenge. Having spent the six years of its short history wrapped up in World War II, Praetorians is quite a departure for the Madrid developer.

At first glance the game appears a more traditional real-time strategy game compared to the Commandos trilogy. Rather than a handful of specialist soldiers, Praetorians will allow players the opportunity to control thousands of Roman, Egyptian and Barbarian troops, across 3D battlefields set as far apart as North Africa, Britannia and Central Europe.

Rather than sneaking behind enemy lines, the aim is simply to push them further back, by raining down arrows on the enemy ranks, charging them with your finest warriors and seizing their strongholds with the help of ladders, towers and catapults.

We wanted to do a full-scale strategy game inspired by historical reality. Housing villagers, setting up trade routes and developing new technologies is completely off the menu, but if the thought of not being able to set tax rates or send your peasants off to chop wood worries you, be assured that when it comes to the field of battle, Praetorians is way ahead of the competition.

Unlike most strategy units come ready-grouped into squads of 30 men, which can in turn be split into two groups of With well over a thousand tiny men in skirts parading across a map at any one time, it makes a lot of sense that they are. In similar fashion to Shogun and Medieval, this means that if you click on a soldier, the entire unit he belongs to comes into play.

Because of this streamlined approach to army management, much more thought has gone into tactics and formations - a feature that has been sorely lacking from Roman-themed games in the past, especially considering that this is what the legions of Rome were famous for.

This was the main driving force behind the personalities we have given to the three different civilisations; Romans, Barbarians and Egyptians. The differences between the three sides are much more than just cosmetic. The Romans, being more organised and highly trained, can be ordered into a number of varied formations to maximise their impact.

Archers can be lined up into a slow-moving but effective firing formation, with the front ranks kneeling to allow those behind a clear field of fire. By comparison, the Barbarians, a general amalgamation of Gaul, Celt and Germanic tribes, are completely different, being strong, fast and prone to rushing in en masse.

Whereas Roman leaders can make use of a number of special formations, the Barbarian chief can employ skirmish tactics, or simply command his troops to shout a lot as they rush into the fray. The Egyptians are, as you would expect, somewhere between the two extremes, with perhaps a greater emphasis on ranged and cavalry combat.

Apart from the different sides and the tactics that they specialise in, Praetorians also introduces a number of unique and interesting units. The backbone of any army is its rank and file grunts, but in Praetorians they also double a to es or fotress. Instead of going through the palaver of guiding a lone cavalry unit across the map to lift the fog of war, you have scouts that are accompanied by animals that can be used to scope out the land ahead.

Clearly inspired by the cinematic classic Beastmaster, scouts can either release a trained hawk to spy from above, or a wolf that will pad into the forest and sniff out an ambush hiding within. We're willing to let historical accuracy slide on this one. Graphically, of course, Praetorians looks splendid, perhaps not as wildly attractive as Battle Realms or as detailed as the imminent Age Of Mythology, but far more impressive in terms of landscape and the sheer numbers of soldiers that the 3D engine can handle.

Lines of troops wheel around the meandering tracks like finely drilled soldiers on parade, and if you care to order a group of engineers to build a siege ladder, they'll hunch over its construction, pick it up when complete and carry it to the front line through massed ranks of infantry - who'll actually shuffle out of the way to boot. Though relatively small, the maps are tightly packed with dangerous forests, scarred with rocks and awash was beautifully flowing water.

March across a stream and your troops will leave ripples in their wake. Take them though the forest and wildlife will scatter, with deer taking flight and birds flitting into the sky. Apart from looking superb, such actions have an important bearing on the action - if you see branches swaying and birds suddenly taking to the sky, you can bet the enemy are in there somewhere waiting for you to stroll by.

Perhaps most impressive of all are the siege battles. If they make it, gangplanks are let down and the soldiers pour out to engage the enemy on the battlements. Rather than gold, iron or food, generals simply have to look after their supply of troops, which means sallying forth and securing a local village from which to recruit fresh blood. Each village is home to around people, and by building a garrison on the outskirts of town and sending your Centurion in to take over, you can bleed the population dry by press-ganging every able-bodied man into service.

Auxiliary Infantry, the mainstay of your force, are relatively quick to train, while pikemen, archers, legionnaires and praetorian guardsman can take at least three times longer to train up. Ideas touted back when the game was first announced included horses as well as soldiers.

To create cavalry units you had to find and train wild horses, or perhaps even massacre them to keep your enemy from making use of them. There was also a feature planned whereby you could take enemy prisoners and either conscript them into your front line force or use them, quite literally, as cannon fodder.

Though Praetorians perhaps lacks the scope of the Total War series, the prospect of another game on a similar scale, yet with smoothly animated 3D units, impressive ease of use and tactical opportunities that even Medieval lacked is certainly one worth savouring. But Javier Arevalo thinks Praetorians has still more up its sleeve: "The initial perception of the game is that of a classic RTS, with intuitive interface and control system," he says.

Our novel approach to resource management and the effect of terrain features in the approach to battles creates a wholly new type of game. Many strategy gamers will recognise stuff that they have always wanted to do in other RTS games but never could.

Couple this with the very attractive historical setting and the powerful graphics engine that allows us to portray the terrain and units with great detail, and you have a game that I believe most strategy gamers will enjoy from beginning to end.

There are many who shy away from 3D strategy games, generally because you have to battle with the interface just as fiercely as the enemy. Few 3D RTS games have managed to get the balance right, and no matter how good the interface, none have ever matched the simplicity offered by 2D or isometric games like Red Alert.

Praetorians, despite being in full 3D, is very much a 2D game in terms of the control method, since the camera is fixed in one direction. Still, it seems clear that 3D fixed perspective is the way ahead. Of all the empires to have straddled this globe, it is perhaps the Roman that is the most widely admired.

Of course, the fact that those of our ancestors that weren't fed to the lions ended up hand-feeding grapes to lardy landowners as house slaves tends to get obscured in our rose-tinted recollection. Regardless, joining the list of bounties bequeathed to us by Pax Romana, although somewhat belatedly, comes Praetorians, a nice little tactical RTS from the same Spanish developers who brought us the Commandos series.

A game all the more timely given the unveiling of the fantastic-looking Rome: Total War from the makers of Medieval and Shogun, due out hopefully at the end of this year. The question is. Or has the announcement of the latest Total War meant that Praetorians' reign will be a mighty short one? Only careful reading of the following four pages will tell. That or a quick look at the verdict box at the end. Praetorians, like Medieval before it, does away with traditional RTS resource gathering, and arrays your troops into permanently fixed formations.

Which, in our book, is no bad thing. The odd mission campaign is like a whirlwind tour of the ancient known world. Next up is Germany, home of many a ferocious barbarian tribe, and then on to the Middle East and North Africa before returning for a climactic showdown in Rome itself. There are three distinct forces represented in the game, the Romans, the Gauls and the Egyptians, and you get to command troops from each of them along the way. The viewpoint in Praetorians is somewhere between isometric 2D and full 3D.

You can raise or lower the angle of the camera which works as a basic, but somewhat throw-away zoom function, and the direction the camera faces is always fixed. For the most part, this works fine, as it prevents the confusion that a fully 3D engine can create.

But on occasions, such as when you want to rotate and see where the ladders are on the other side of a wall, it can feel a little constricted. Your troops are organised into units of anything between 16 and 40 or so men. You can divide a formation into two, combine two smaller ones, or balance the numbers between two of differing strength. Supporting these larger formations are a number of specialised units. In every mission you will have at least one commander, useful for recruiting new soldiers in villages as well as bestowing a combat bonus on nearby troops.

Physicians and druids are also on hand to heal the wounded, and scouts are there to keep an eye out for the enemy. And, lest we forget, a small variety of siege engines and primitive artillery such as catapults can be called upon. But more on this later. As mentioned earlier, there is no resource gathering in Praetorians, which is not to say that there are no resources.



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