After spending a collective 16 years at storied game developer LucasArts, the studio behind games like Full Throttle, Sam and Max Hit the Road, the Monkey Island series, and of course a truckload of Star Wars titles, Matt Boland and Tim Temmerman found themselves cast adrift when George Lucas sold the ranch to Disney, which sadly decided to shut it down. Rather than move on to other big studios to work on other big games, they decided to roll the dice on the indie life, combining their love of history and older strategy releases like Myth II: Soulblighter and the SNES cartridge King Arthur's World into a new project called Super Roman Conquest.
“We settled on Rome as a setting for the game because Tim and I are both big fans of history, especially the history of Rome,” Boland explained. “I'm a HUGE fan of Dan Carlin's Hardcore History podcast and he did an excellent multi-part podcast on the fall of the Roman Republic called, 'Death Throes of the Republic.' It's a ridiculously fascinating and engaging narration of everything that went into the eventual collapse of the Roman Republic and rise of the Empire. These people lived in a governmental system shockingly similar to our own in the United States and faced many of the same problems we do today. After listening to Hardcore History, I honestly felt a strong connection to these people who lived thousands of years ago and wanted to create a game that could serve to highlight some of these similarities for people who maybe weren't aware of them.”
On the surface, Super Roman Conquest looks like more like a side-scrolling arcade game than anything else, but it is in fact a strategy game. It won't feature territory management, taxation, or other such components found in strategy heavyweights like Crusader Kings; instead, the intent is to allow fans of the genre to “scratch the itch” without getting bogged down in multi-layered menus and obtuse UIs.
“We want people to be able to pick up Super Roman Conquest and enjoy themselves, but also want more experienced users to use the tricks they've learned to manipulate the various systems we've built,” Boland said. “Essentially we want the gameplay of SRC to boil down our favorite strategy games to the essence of what we feel are their greatest strengths: epic, tactics-filled battles and dynamic, game altering decisions.” Read more »