![]() It has its own gravity, it draws us always towards it. Because, well, what we found out is that the narrative of the Iliad is very powerful. "The way we are presenting them is basically threading this very narrow path between reality and the narrative. "This basically makes the whole project possible". We have a lot of archaeological evidence, but we don't have, for example, the names of rulers of countries - the specifics that breathe soul into the historical narrative." This is where the Iliad comes in: providing detail and inspiration for nation-states, rulers, "the leaders or the heroes or the personas and characters of the military," as Georgieva puts it. "So for example, we don't have a lot of historical records. I mean no Total War has gone there before us, and there's a good reason for that! It's not been missed by accident, it's really tough for a Total War game to go into this era because the sources that we need to make an on-par experience with the titles that you love are missing, or are scarce in that period. ![]() ![]() "We wanted to take a direction that has not been taken by any Total War before," Georgieva told me, "this period of history, which is ancient history, the Bronze Age. Playing it, I think there's room for a little more of the mythical stuff - but talking to Total War Saga: Troy's game director Maya Georgieva and senior game designer Milcho Vasilev, I'm also confident there's a good deal more to come. There are huge gaps in important places, unusual changes to how armies are proportioned, and the small matter of Homer's Iliad sprinkling myth and magic over everything. The Bronze Age, it turns out, is not an easy period to turn into a historically accurate, highly detailed video game like Total War.
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