Spartan: Total Warrior

Last updated

Spartan: Total Warrior
SpartanTWbox.jpg
Developer(s) Creative Assembly
Publisher(s) Sega
Producer(s)
  • Luci Black
  • Jonathan Court
  • Moran Paldi
Designer(s) Clive Gratton
Artist(s) Jude Bond
Writer(s)
  • Michael de Plater
  • Sophie Blakemore
Composer(s) Jeff van Dyck
Series Total War
Platform(s) PlayStation 2, GameCube, Xbox
Release
  • EU: October 7, 2005 [1]
  • NA: October 25, 2005 [2]
Genre(s) Hack and slash
Mode(s) Single-player

Spartan: Total Warrior is a 2005 hack and slash video game developed by Creative Assembly and published by Sega for PlayStation 2, Xbox and GameCube. Released in Europe and North America in October, it is a spin-off of the Total War series.

Contents

The plot revolves around a Spartan warrior, secretly guided by the god Ares, as he fights alongside his Greek allies against the invading Roman Empire. The plot involves figures from both Greek and Roman mythology, and features anachronistic elements. It is also the only installment in the series to have been released for video game consoles rather than PCs or Macs. It was the first Total War game published by Sega, who had purchased Creative Assembly earlier in 2005.

Spartan received a mixed reception. Although some reviewers found the game to be a glorified button-masher, and criticized the combat as repetitive, others praised the game engine and the scope of the battles.

Gameplay

Spartan Total Warrior is a hack and slash game wherein the player is able to use two main types of attack; a simple attack which damages one enemy, and a radial attack which damages multiple enemies. The simple attack is fast and causes more damage; the radial attack is slower, but damages multiple enemies moderately. One button is used to initiate the single attack, and a different button to initiate the radial attack. However, each attack can be modified in certain ways; for example, rather than using the character's weapon, the player can initiate either an individual or a radial attack using their shield, their bow or their magic power. [3]

Combat in Spartan: Total Warrior. The player's health meter and current weapon is on the top left, below which is the player's magic tank. On the top right is the health meter and name of the currently targeted enemy. Spartan Total Warrior gameplay.jpg
Combat in Spartan: Total Warrior. The player's health meter and current weapon is on the top left, below which is the player's magic tank. On the top right is the health meter and name of the currently targeted enemy.

As the player progresses through the game, new weapons are unlocked, each of which comes with its specific advantages. The player begins with a sword and shield, and a basic bow. The first new weapon is the Blades of Athena, dual swords which are considerably faster than the single sword. Later in the game, the shield is upgraded to the Shield of Medusa, and bow to the Bow of Power. The player can also unlock completely new weaponry; a war hammer named Death-Biter, and a spear named the Spear of Achilles. The Death Biter is very strong, but slow, whilst the Spear has a long reach and deals moderate damage, but combos are difficult to execute. [4] [5] The player character also grows in strength as the game progresses. At the end of each level, he is awarded tokens which he can use to increase his damage, health and magic. [6]

Magic in the game is in the form of "Power of the Gods." When the player's magic tank is full, the player can use single or radial magic attacks, with each weapon having a specific magical power linked to its single and radial attack. For example, the Shield of Medusa radial magic attack turns all on-screen enemies to stone for a short period of time, whilst the Blades of Athena individual magic attack causes a single enemy to explode. [7] Another important feature of the game is when the character lands a certain number of attacks, a rage meter fills, which, when full, can be used to unleash powerful attacks. Again, each weapon has its own specific rage attack, and the player has a choice between an individual rage attack or a radial rage attack. [8] The player also has a bow and arrow, which can fire single arrows or multiple arrows. The bow can be combined with both the Power of the Gods and the rage ability to produce powerful individual and radial attacks. [9]

Combat tends to focus on large battles with multiple combatants. The player will often take on large numbers of enemies at once, sometimes with AI allies, sometimes alone. In the midst of battle, a small flash is placed on an attacking enemy's weapon to indicate the danger of an impending strike. Care must be taken to block incoming attacks in between offensive blows, hence the player must balance offence and defense to avoid taking damage. The player's shield can also be used to shove enemies back (again, the player has the option to shove back a single enemy a good distance, or perform a radial shove, pushing a group of enemies back a small distance). This allows the player to interrupt an enemy's block, or to shove enemies off ledges. [10] Shield attacks are especially important for fighting enemies who themselves have shields, as shield attacks can knock them off balance briefly, leaving them open to attack. [9] When an enemy has been knocked to the ground, the player can perform a one hit finishing move, which differs with each weapon. Using these finishing moves in succession fills the rage bar much quicker than landing successful attacks on standing enemies. [11]

Story

It is 300 BC, and the Roman army is in the midst of conquering Greece. Overseen by Emperor Tiberius (voiced by Kevin Howarth) from Rome, the army has subdued most of the country, with only Sparta remaining. [12] The Spartan king, Leonidas (Bill Roberts), is preparing his troops for imminent invasion. Under his command is a man known simply as "The Spartan", (Qaurie Marshall) an orphan raised from childhood to be a soldier, who has developed exceptional skills. [13] His closest friends are the brothers Castor and Pollux (Tom Clarke Hill and Noah Lee Margetts, respectively). As Leonidas rallies his troops, The Spartan hears the voice of Ares, God of War (Stanley Townsend), who offers him a deal; he will aid The Spartan in defeating the Romans and reveal his true identity in return for The Spartan delivering an unspecified revenge.

Led by General Crassus (Jay Simon), the Romans attack the city with Talos, a bronze giant. However, The Spartan is able to destroy Talos with catapults. That night, Ares instructs him to infiltrate the Roman camp and recover the Blades of Athena, lost since the Trojan War. Accompanied by Castor, The Spartan is successful, and during the raid, they encounter Electra (Julia Innocenti), Queen of the Amazons, who was captured whilst tracking the Romans through Greece. Imprisoned in the camp, she had killed her guards and was escaping when she met Castor and The Spartan, who now has the Blades of Athena. Once back in Sparta, she demands to speak to Leonidas, telling him the Romans have built an incredibly powerful weapon, capable of obliterating the entire city. She is proven correct when Crassus reveals a weapon powered by an imprisoned Medusa, with the capability of turning entire phalanxes to stone in a split second. The Spartan fights his way to Medusa, and destroys the weapon, also killing Crassus and taking his sword and magical shield.

Ares then instructs The Spartan to go to the ruins of Troy and recover the Spear of Achilles. The Spartan travels through the Badlands north of Sparta with Castor, Pollux and Electra, saving a village from barbarian warriors under the command of Beowulf (Seamus O'Neil), whom The Spartan kills and claims his warhammer Deathbiter. Upon their arrival in Troy, The Spartan enters the ruins under the city, where he encounters Sejanus (Jason Isaacs), the Praetorian prefect who serves as Tiberius' right-hand man. Sejanus is also a powerful necromancer, capable of resurrecting the dead. The Spartan fights his way through the ruins of the city, and upon reaching the tomb of Achilles, he is once again confronted by Sejanus, who makes him fight a copy of himself, with the same abilities and knowledge. The Spartan again survives, and retrieves the Spear. However, before he and his allies can leave the city, Sejanus tells them Sparta has fallen. The Spartan is then attacked by the Hydra. Using the Spear, he is able to defeat it.

The group travel to Athens, seeking the advice of the scientist Archimedes (Jay Benedict), who is leading the Athenian Resistance. The Spartan protects Archimedes from Roman assassins, saves several resistance members from execution, and leads the people of Athens in a revolution, storming the mansion occupied by Sejanus and the Praetorian Guard, although Sejanus escapes. The Spartan then re-activates one of Archimedes' inventions, the Eye of Apollo, to power a lightning gun, which he uses to shoot down the dragon Ladon, resurrected by Sejanus as a flying steed. Once dismounted, Pollux attacks Sejanus, but is swiftly killed. Sejanus then turns him into a zombie whom Castor is forced to fight, whilst The Spartan and Electra battle Sejanus. They seemingly kill Sejanus and mourn Pollux, but celebrate as the Romans are driven from Athens.

Leaving Electra in Athens to oversee Pollux's funeral, The Spartan and Castor travel to Rome, via the Gates of Saturn, a heavily guarded fortress in the Alps. In the complex, they encounter an undead Sejanus, who has returned from Hades. The Spartan kills Sejanus' priestesses, who were the source of his power, before killing Sejanus for good. The Spartan and Castor then continue to Rome and meet up with Electra, where they plan to assassinate Tiberius. The Spartan enters the Roman sewers and catacombs to infiltrate the city, while the others travel to the Colosseum, where Tiberius is attending a gladiatorial contest. They plan to kill Tiberius by placing explosives under his platform. After encountering and defeating the Minotaur in the sewers beneath Rome, The Spartan reaches the surface. However, the others are discovered and forced to detonate the bomb too early, missing Tiberius. The Spartan saves Electra and Castor from execution, and makes his way to Tiberius. However, Tiberius commits suicide out of fear of an unknown "master."

The Spartan enters the arena, where he meets Ares, who tells him he is the son of one of Aphrodite's handmaidens. The handmaiden had revealed Ares' affair with Aphrodite to her husband, Hephaestus. Ares killed the handmaiden, but was banished by the other gods. Knowing Ares would want to kill the handmaiden's son out of spite, the gods decided to hide him among the humans. He was thus left in Sparta as a baby and granted superhuman powers so as to protect himself should Ares ever locate him. Unable to find the child, Ares manipulated Tiberius and orchestrated the Roman invasion of Greece, knowing the war would bring the child to the fore because of his abilities. The death of The Spartan is the revenge which Ares seeks. Ares and The Spartan fight, with The Spartan killing the god. Castor and Electra then arrive, and Castor, now King of Sparta, states; "It was over. Our epic quest to stop Tiberius and the Roman Empire had ultimately drawn us to this moment. The Spartan had discovered his true identity, defeated the Empire, and battled a vengeful god to free his people. A warrior, a hero, a legend."

Development

Origins and technology

"Spartan: Total Warrior is simply immense – nothing like this has been seen before on this technology. We have 170 warriors onscreen at once, all with full AI. We have no intrusive fogging, no pop up, and it runs at a smooth 60fps, with 160,000 polys per frame in a kilometre-wide environment, all pre-rendered. The action is true many vs many – every enemy will hunt down and fight an ally, and vice versa. This really is something else."

— Sophie Blakemore; writer/designer [5]

Spartan: Total Warrior grew out of Creative Assembly's desire to do a Total War game on a console. However, the team quickly discovered that because of technical limitations, it was impossible to do a "true" Total War game on a console. In a 2012 interview with Eurogamer, Creative Assembly director Mike Simpson explained "we couldn't fit a Total War battlefield, with 10,000 guys, into any of the consoles. It just doesn't work. You can't fit a gallon into a pint pot, it doesn't go. That's clearly been the main constraint." [14] As such, the developers decided instead to do an action game in the tradition of the series; rather than the mass battlefields and real-time tactics gameplay in which the player controls a commanding officer overseeing the army, in Spartan, the player would control a soldier within a smaller battle. [15]

As soon as the development team behind Rugby completed that project, they began work on Spartan. [15] The first task was to create a demo. Designed by project lead Clive Gratton, the demo was created solely in order to determine whether it was possible for a console to handle hundreds of independently acting characters on-screen at once. The demo, which took six months to code, consisted of 300 Roman soldiers running over a hill with a castle in the background and the player character in the middle of the group. The demo ran at 60fps and had a draw distance of 750 meters, which was much deeper than Gratton had anticipated. [16]

Once they had determined consoles could handle the game, the team began to work on the concept. They wanted to use aspects of the Roman Empire they had encountered in their research for Rome: Total War , but hadn't used in the actual game. They then began to speculate as to who would be a good theoretical opponent for the Romans. Gratton was a fan of the mythology that has built up concerning the Battle of Thermopylae, and decided that the Spartans would be the perfect protagonists. This also led the team into the realm of creating an ahistorical narrative, because "Thermopylae is a historical story which has almost crossed over into myth. Yes, there was an outnumbered battle there which helped save Greece from the Persians, but the details have been lost." However, creating an ahistorical story was not something the team did lightly. Gratton explains;

because of the success of the Total War brand, there are legions of fans who adore the historically accurate nature of those games – and we spent an amazing time in order to do that right. But that led to pressure being exerted on Spartan's design. Some people were always going "That's not strictly historically accurate." It was like that, and then the moment you go "I love Ray Harryhausen." At which point everyone goes "I Give Up!" and then the design can go free. As if it's historically accurate, one man isn't going to kill tens of thousands of people by the time you've finished. That's not really a realistic premise for a game. The moment you make that decision that you can have myth and legend in a game, it frees you up to work out how you can do that in terms of gameplay. [15]

As well as the work of Ray Harryhausen (particularly Jason and the Argonauts ), the team also took inspiration from Braveheart and Gladiator . [5]

The technology behind the game relied heavily upon the use of a vector processor in the PlayStation 2 called Vector-unit Zero (VU0). According to Gratton, "a large chunk of this game is written in hand coded assembly language on the vector units. It's a miracle of technology!" [17] He also explained that because the CPUs of both the Xbox and GameCube are so adept, although the game was developed on PlayStation 2 technology, it transferred straight across to the other consoles. Gratton was also keen to point out that no middleware was used at any point during the production of the game, and that the technological innovations were all based upon gameplay decisions; not simply to be innovative for innovation's sake. [17]

Gameplay

Although the game is played on a large scale, the designers were also concerned to make individual combat important. According to Gratton,

after I'd sorted out the technical demo to make sure it actually could be done, I started researching combat using a sword against people. What makes that cool? I'm into my third person slashers anyway, but I did some serious analysis into making every single hit with a weapon...cool. And satisfying. And giving you a buzz. So I did a lot of work into the collision model – that is, the simplest, most fundamental underlying part of combat. I researched that, so you get a buzz every time you hit or kill someone. That's the core that underlies everything. If it's a duel against one person, even if they're weak, you get to choose. You smash them in the face, then give them a couple of stabs and then they're gone [...] When there's hundreds of people to kill, you tend to use power moves or intermediate rage moves, along with your standards. As the numbers dwindle, you're thinking of conserving your power-moves as there may be some rock-hard bastard around the corner or fifty people about to run out and attack you. But there's loads of fun to be had with standard moves – not just dishing out masses of power moves – and having a fight against people. Even one person is a lot of fun. After you get into combat you see there's a lot of depth there, so if there's one grunt coming towards you, you might move back, so he misses, and you can kill him in one blow. And you get a real pleasure. Or alternately he tries an attack, you drop and roll around the back and slash him to pieces from behind. [18]

Gratton wanted the player to have multiple options at every point of the game;

we realized early on that we'd need a combat system which would allow the player to come face-to-face with a horde of enemies and have fun killing them. We also wanted fights against smaller numbers and one-on-one fights, and so we needed a very large range of techniques to dispatch enemies. Making a decision about which technique you wanted to achieve on a moment-by-moment basis as the shape of the encounter changed also seemed to be very important. This would require a combat system that gave instantaneous control of the techniques available. Eventually the marketing department would dub this "action and reaction" combat. [19]

However, Gratton was determined to avoid the game becoming a button-masher, where the player could easily win by continually attacking. He also wanted to avoid the use of complex multi-button combos; "creating a UI which was simple and yet allowed access to a large variety of clearly differentiated moves was a priority." [19] This is where the idea of radial combat came from; the attack button performs different actions depending on which shoulder button is pressed, thus allowing the player to change their strategy instantaneously in battle, whether using the sword, shield or bow. Gratton says the depth of the combat is based on "finger memory," with the combat system's simplicity being its strongest feature; [18]

we have two consistent buttons to press for attacks and two modifiers to change your weapon from the sword: shield or bow. We quickly realized that this system could be applied to all of the attacking moves to create the simple attack UI (two buttons). Modifiers are used to create the depth of moves required. Pick up and play at its best! The skill is not in the ability to select a move – the skill comes from the user deciding what is the best move to use for a given situation. [19]

Announcement and promotion

The game was officially announced at the Game Developers Conference on March 8, 2005, when Sega revealed they had partnered with Creative Assembly to publish a console spin-off of the Total War series. It was revealed the game would be more action orientated than other games in the series, [20] and the player would control a single warrior throughout the entire game, rather than command a legion. [21] The following day, Sega announced they had purchased Creative Assembly as part of their strategy "to strengthen [their] emphasis on the western market." [22] Sega also stated

by acquiring the shares of The Creative Assembly Ltd., Sega Sammy Group will be able to obtain competitive titles and a strong brand in the North American and European markets, in addition to expand product lines and increase sales volumes dramatically. Furthermore, we believe that we will be able to make good use of the development engines produced by The Creative Assembly Ltd. to expand future titles, as well as developing new ventures for next-generation platforms with the team. [23]

"With Spartan: Total Warrior, Creative Assembly has developed a title that offers both dynamic, real-time combat sequences and epic-sized battles; a combination that has never been technically accomplished on this generation of hardware."

— Scott A. Steinberg; Sega of America vice president of marketing [20]

More information about the game was released just prior to the E3 event in May. Two non-playable demo levels were shown, demonstrating the game engine's ability to create battles involving up to 170 soldiers, with advanced AI resulting in enemies and allies fighting one another irrespective of the player's actions. [5] [9] A new playable demo was made available at E3 itself, with Sega emphasizing that at any one time in battle, the player may have three or four simultaneous objectives. [11] A near complete build of the game was sent out to gaming websites in August. IGN's Juan Castro wrote "while unfinished, Spartan: Total Warrior looks good and plays well ... combat feels intense and moves at a fluid pace, running at a solid framerate throughout." [6] GameSpot's Justin Calvert was equally impressed, especially with the absence of in-game loading; "there are absolutely no load times once the action gets under way—which is no small achievement, given the sheer scale of some of the environments." [3]

Reception

Spartan: Total Warrior received "mixed or average reviews" across all systems; the GameCube version holds an aggregate score of 73 out of 100 on Metacritic, based on twenty-four reviews; [24] the PlayStation 2 version 74 out of 100, based on thirty-three reviews; [25] and the Xbox version 73 out of 100 based on thirty-six reviews. [26]

GameSpot's Greg Mueller scored the game 7.1 out of 10, calling it "a basic action game with a heavy dose of button mashing and a little bit of task management." Finding the combat repetitive, he argued, "even with the rage moves the combat can get pretty dull after a while." He was also critical of the graphics, writing "detail is sometimes sacrificed to achieve that nice frame rate. The character models are blocky, and they don't animate particularly well. Additionally, all the textures are fuzzy and bland." He concluded, "Spartan: Total Warrior is a pretty fun, though derivative, action game that should keep you entertained for at least the six or seven hours it takes you to get through the story. With just a bit more effort, Spartan could have been great." [28] [29] [30]

IGN's Juan Castro scored the game 7.9 out of 10, arguing that "as exhilarating and action-packed as the game gets, it also gets mind-devastatingly annoying." He was particularly critical of the targeting camera when using the bow. On the other hand, he called it "a technically great game. The engine pushes hundreds of units at once while offering a good deal of visual panache. There's little to no slowdown throughout the entire experience, even with explosions rocking the screen and body parts flying every which way." He concluded "it does so many things right that it genuinely pains us to see the experience get bogged down by a handful of major annoyances. Creative Assembly crafted a marvelous game engine, too, one that affords spectacular encounters filled with more action, blood and "Holy crap did you see that!?" moments than we'd care to mention. It's therefore unfortunate that the unrefined targeting system, cheap boss battles and generally unhelpful friendly AI make the experience a mixed bag of exhilarating and exasperating moments." [33]

Eurogamer's Kieron Gillen scored the PlayStation 2 version 8 out of 10, writing "initially playing it is a shock, immediately having a scope which few PS2 games – hell, few games full stop – manage to match. Opening scenes with you as a soldier among dozens in the defence of Sparta are reminiscent of Call of Duty 's Russian scenes. Epic is the word." He also praised the combat and the controls, feeling the game just about avoided being a button masher. However, he found it too difficult in places, and felt that often, the time between save points was too long. However, he concluded by referring to the game as "a whole lot of slick, entertaining violence." [27]

GamesRadar's Brent Goodsmith scored the game 4 out of 5. He felt it was a button masher, arguing that attacking "is executed via the trusted medium of button bashing. The developers will hate us for saying this, because they've pointed out to us on multiple occasions the non-bashy, all-skillsy nature of Spartan: Total Warrior's combat." However, he didn't see this as an inherent problem; "regardless of how it is achieved, the result is much the same: oodles of rapid-fire killing and the satisfaction of hacking up enemies more numerous than in any console action game that has gone before." He concluded "Spartan does things right out of the box that the première hack-and-slash series Dynasty Warriors , about to release its tenth PS2 entry, has yet to achieve." [31]

Related Research Articles

<i>Radiant Silvergun</i> 1998 video game

Radiant Silvergun is a shoot 'em up developed by Treasure. It was originally released in Japanese arcades in 1998 and subsequently ported to the Sega Saturn later that year. The story follows a team of fighter pilots in the far future who are battling waves of enemies summoned by a mysterious crystal dug up from the Earth. The player hosts an arsenal of six different types of shots to choose from, and a sword to destroy nearby targets. The stages are tightly designed to present players with scenarios that can be approached differently with the various weapon types.

<i>Total War</i> (video game series) Computer strategy game series

Total War is a series of strategy games developed by British developer Creative Assembly for personal computers. They combine turn-based strategy and resource management with real-time tactical control of battles. Rather uniquely for real-time strategy games, flanking manoeuvers and formations factor heavily into gameplay. The first of the series, Shogun: Total War, was released in June 2000. The most recent major game released was Total War: Pharaoh on October 11, 2023. As of October 2022, the series has sold over 40.4 million copies.

<i>Golden Axe</i> (video game) 1989 arcade game

Golden Axe is a side-scrolling hack-and-slash video game released by Sega for arcades in 1989, running on the Sega System 16B arcade hardware. Makoto Uchida was the lead designer of the game, and was also responsible for the creation of the previous year's Altered Beast. The game casts players as one of three warriors who must free the fantastical land of Yuria from the tyrannical rule of Death Adder, who wields the titular Golden Axe.

The Creative Assembly Limited is a British video game developer based in Horsham, founded in 1987 by Tim Ansell. In its early years, the company worked on porting games to MS-DOS from Amiga and ZX Spectrum platforms, later working with Electronic Arts to produce a variety of games under the EA Sports brand. In 1999, the company had sufficient resources to attempt a new and original project, proceeding to develop the strategy computer game Shogun: Total War which was a critical and commercial hit, and is regarded as a benchmark strategy game. Subsequent titles in the Total War series built on the success of Shogun: Total War, increasing the company's critical and commercial success.

<i>God of War</i> (2005 video game) Action-adventure game

God of War is an action-adventure hack and slash video game developed by Santa Monica Studio and published by Sony Computer Entertainment (SCE). First released on March 22, 2005, for the PlayStation 2 (PS2) console, it is the first installment in the God of War series and the third chronologically. Loosely based on Greek mythology, it is set in ancient Greece with vengeance as its central motif. The player controls the protagonist Kratos, a Spartan warrior who serves the Olympian gods. The goddess Athena tasks Kratos with killing Ares, the God of War and Kratos' former mentor who tricked Kratos into killing his wife and daughter. As Ares besieges Athens out of hatred for Athena, Kratos embarks on a quest to find the one object capable of stopping the god once and for all: Pandora's Box.

<i>Condemned: Criminal Origins</i> 2005 video game

Condemned: Criminal Origins, released as Condemned in Europe and Australia, is a first-person psychological thriller video game with survival horror and action elements for Xbox 360 and Microsoft Windows. Developed by Monolith Productions and published by Sega, it was an Xbox 360 launch title and was published in North America in November 2005, in Europe the following month, and in Australia in March 2006. The Windows version was released worldwide in April 2006. Monolith also released an online episodic flash game prequel, and there were plans for a film to expand the Condemned universe, with at least three additional games already mapped out by 2005. However, the film was never made, and the only addition to the franchise was Condemned 2: Bloodshot, which was released in 2008 for Xbox 360 and PlayStation 3.

A beat 'em up is a video game genre featuring hand-to-hand combat against a large number of opponents. Traditional beat 'em ups take place in scrolling, two-dimensional (2D) levels, while a number of modern games feature more open three-dimensional (3D) environments with yet larger numbers of enemies. The gameplay tends to follow arcade genre conventions, such as being simple to learn but difficult to master, and the combat system tends to be more highly developed than other side-scrolling action games. Two-player cooperative gameplay and multiple player characters are also hallmarks of the genre. Most of these games take place in urban settings and feature crime-fighting and revenge-based plots, though some games may employ historical, science fiction or fantasy themes.

<i>Golden Axe II</i> 1991 video game

Golden Axe II is a side-scrolling beat 'em up video game developed and published by Sega, first released on the Sega Mega Drive in December 1991. It is the home console sequel to the popular game Golden Axe, marking the second game in the series, though the arcade did see a sequel of its own in 1992, titled Golden Axe: The Revenge of Death Adder. Golden Axe II was only released on the Mega Drive, while the original was released on many other platforms. The game later appeared in Sonic's Ultimate Genesis Collection for Xbox 360 and PlayStation 3, as an iOS app on iTunes, and on the Nintendo Switch Online + Expansion Pack.

<i>God of War: Betrayal</i> 2007 video game

God of War: Betrayal is an action-adventure mobile game developed by Javaground and Sony Online Entertainment's (SOE) Los Angeles division, and published by Sony Pictures Digital. Released for mobile phones supporting the Java Platform, Micro Edition on June 20, 2007, it is the third installment in the God of War series, and the fifth chronologically. Loosely based on Greek mythology, Betrayal is set in ancient Greece with vengeance as its central motif. The player controls the protagonist Kratos, who became the new God of War after killing the former, Ares. Kratos is framed for the murder of Argos and pursues the true assassin across Greece, resulting in a confrontation with Olympian messenger Ceryx.

<i>Ancient Wars: Sparta</i> 2006 real-time strategy video game

Ancient Wars: Sparta is a real-time strategy video game for Microsoft Windows. Developed by World Forge and published by Playlogic, it was released in Russia in December 2006, in Europe and North America in April 2007, and in Australia in October 2007.

<i>Viking: Battle for Asgard</i> 2008 video game

Viking: Battle for Asgard is an action-adventure video game developed by Creative Assembly and published by Sega. It was released in North America on 25 March and Europe on 28 March 2008. The game is based on Norse mythology, where the war between the gods has sparked further conflict in the mortal realm of Midgard, where Freya's champion Skarin must lead Viking forces against that of the Goddess Hel.

Kratos (<i>God of War</i>) Fictional character and protagonist of the God of War series

Kratos is a character and the protagonist of Santa Monica Studio's God of War series, based on Greek mythology and, later, Norse mythology. He first appeared in the 2005 video game God of War, which led to the development of eight additional titles featuring the character as the protagonist. Kratos also appears as the protagonist of the 2010 and 2018 comic series, as well as three novels that retell the events of three of the games. The character was voiced by Terrence C. Carson from 2005 to 2013, with Christopher Judge taking over the role in 2018's continuation, also titled God of War. Antony Del Rio voiced the character as a child in God of War: Ghost of Sparta.

Characters of <i>God of War</i> List of fictional characters from the God of War video game franchise

The characters of the God of War video game franchise belong to a fictional universe based on Greek mythology and Norse mythology. As such, the series features a range of traditional figures, including those from Greek mythology, such as the Olympian Gods, Titans, and Greek heroes, and those from Norse mythology, including the Æsir and Vanir gods and other beings. A number of original characters have also been created to supplement storylines.

<i>God of War: Ghost of Sparta</i> 2010 video game

God of War: Ghost of Sparta is an action-adventure hack and slash video game developed by Ready at Dawn and published by Sony Computer Entertainment (SCE). It was first released for the PlayStation Portable (PSP) handheld console on November 2, 2010. The game is the sixth installment in the God of War series and the fourth chronologically. Loosely based on Greek mythology, Ghost of Sparta is set in ancient Greece with vengeance as its central motif. The player controls the protagonist Kratos, the God of War. Kratos is still haunted by the visions of his mortal past and decides to explore his origins. In Atlantis, he finds his mother Callisto, who claims that his brother Deimos is still alive. Kratos journeys to the Domain of Death to rescue his brother. After initial resentment from Deimos, the brothers team up to battle the God of Death, Thanatos, Deimos's capturer.

<i>God of War: Ascension</i> 2013 video game

God of War: Ascension is an action-adventure hack and slash video game developed by Santa Monica Studio and published by Sony Computer Entertainment (SCE). The game was first released on March 12, 2013, for the PlayStation 3 (PS3) console. It is the seventh installment in the God of War series and a prequel to the entire series. Loosely based on Greek mythology, it is set in ancient Greece with vengeance as its central motif. The player controls the protagonist, Kratos, the former servant of the God of War Ares, who tricked Kratos into killing his wife and daughter. In response to this tragedy, Kratos renounced Ares, breaking his blood oath to the god. Kratos was, therefore, imprisoned and tortured by the three Furies, guardians of honor and enforcers of punishment. Helped by the oath keeper, Orkos, Kratos escapes his imprisonment and confronts the Furies, aiming to free himself of his bond to Ares.

<i>Total War: Rome II</i> 2013 strategy video game by Creative Assembly

Total War: Rome II is a strategy video game developed by Creative Assembly and published by Sega. It was released on 3 September 2013, for Microsoft Windows as the eighth standalone game in the Total War series of video games and the successor to the 2004 game Rome: Total War.

<i>Halo Wars 2</i> 2017 real-time strategy video game

Halo Wars 2 is a real-time strategy video game developed by 343 Industries and Creative Assembly. It was published by Microsoft Studios and released in February 2017 on Windows and Xbox One. The game is set in the science fiction universe of the Halo franchise in 2559. It is a sequel to Halo Wars (2009). The story follows the crew of Spirit of Fire, a United Nations Space Command (UNSC) ship. Spirit of Fire arrives at the Ark, a Forerunner installation responsible for constructing and remotely controlling the titular Halo rings. Conflict breaks out between the UNSC forces and an alien faction known as the Banished over control of the Ark.

<i>Dynasty Warriors 9</i> 2018 video game

Dynasty Warriors 9 is a hack-and-slash video game developed by Omega Force and published by Koei Tecmo. It was released in February 2018 for PlayStation 4, Windows, and Xbox One. It received generally negative reviews from critics.

<i>Quest of D</i> 2004 video game

Quest of D is an arcade game developed by Sega AM2 and published by Sega on the Chihiro arcade board. It is the fifth trading card arcade game by Sega, following World Club Champion Football,Mushiking: The King of Beetles, The Key of Avalon and Love and Berry: Dress up and Dance!. It is an action-role playing game in a dark fantasy setting and is online enabled similar to previous AM2 titles Virtua Fighter 4 and Sega Network Taisen Mahjong MJ.

References

  1. "Spartan: Total Warrior". Eurogamer. Archived from the original on March 4, 2016. Retrieved September 21, 2014.
  2. Adams, David (October 25, 2005). "Spartan: Total Shipping". IGN. Archived from the original on March 12, 2023. Retrieved March 12, 2023.
  3. 1 2 Calvert, Justin (August 16, 2005). "Spartan: Total Warrior Preview". GameSpot. Archived from the original on February 14, 2019. Retrieved September 22, 2014.
  4. "Weapons". Spartan: Total Warrior Xbox Instruction Manual. Sega. 2005. p. 14. Archived from the original on June 28, 2017. Retrieved February 23, 2016.
  5. 1 2 3 4 Castro, Juan (August 12, 2005). "Spartan: Total Interview". IGN. Archived from the original on January 12, 2014. Retrieved September 22, 2014.
  6. 1 2 Castro, Juan (August 12, 2005). "Spartan: Total Warrior (Preview)". IGN. Archived from the original on March 22, 2016. Retrieved September 22, 2014.
  7. "Power of the Gods". Spartan: Total Warrior Xbox Instruction Manual. Sega. 2005. p. 13. Archived from the original on June 28, 2017. Retrieved February 23, 2016.
  8. "Head's Up Display". Spartan: Total Warrior Xbox Instruction Manual. Sega. 2005. p. 12. Archived from the original on June 28, 2017. Retrieved February 23, 2016.
  9. 1 2 3 Lewis, Ed (May 4, 2005). "Pre E3 2005: Spartan: Total Warrior Impressions". IGN. Archived from the original on December 11, 2022. Retrieved September 22, 2014.
  10. "Battle Tactics". Spartan: Total Warrior Xbox Instruction Manual. Sega. 2005. p. 7. Archived from the original on June 28, 2017. Retrieved February 23, 2016.
  11. 1 2 Shoemaker, Brad (May 18, 2005). "Spartan: Total Warrior E3 2005 Pre-Show Hands-On". GameSpot. Archived from the original on December 7, 2019. Retrieved September 22, 2014.
  12. Creative Assembly (2005). Spartan: Total Warrior (PlayStation 2). Sega. Level/area: The Storm Breaks. The Roman Empire's invasion of the free world, led by the Emperor Tiberius, mercilessly spread towards our land. We watched helplessly as Athens fell and the rest of Greece was taken over. The city of Sparta remained defiant – enemy torches had never before illuminated our great city walls, and as Spartan warriors we would stand firm against the Empire. The early skirmishes cost Sparta dearly – the greatest of our warriors fought and fell. King Leonidas has called on the newly trained and inexperienced soldiers.
  13. "The Spartan's Journey". Spartan: Total Warrior Xbox Instruction Manual. Sega. 2005. p. 4. Archived from the original on June 28, 2017. Retrieved February 23, 2016.
  14. Purchese, Robert (July 13, 2005). "The future of Total War". Eurogamer. Archived from the original on August 13, 2014. Retrieved September 22, 2014.
  15. 1 2 3 Gillen, Kieron (September 8, 2005). "Spartan: Total Warrior: Creative Assembly chats about its action opus". Eurogamer. Archived from the original on May 28, 2013. Retrieved September 22, 2014.
  16. Gratton, Clive (August 12, 2005). "Spartan: Total Warrior Designer Diary #1". GameSpot. Archived from the original on January 11, 2021. Retrieved September 22, 2014.
  17. 1 2 Gillen, Kieron (October 2, 2005). "Spartan: Total Warrior: A technical examination of Creative Assembly's latest". Eurogamer. Archived from the original on March 4, 2016. Retrieved September 22, 2014.
  18. 1 2 Gillen, Kieron (October 6, 2005). "Spartan: Total Warrior: The third and final (s)part(an). Sorry". Eurogamer. Archived from the original on March 3, 2016. Retrieved September 22, 2014.
  19. 1 2 3 Gratton, Clive (August 26, 2005). "Spartan: Total Warrior Designer Diary #2". GameSpot. Archived from the original on December 7, 2019. Retrieved September 22, 2014.
  20. 1 2 Dunham, Jeffrey (March 8, 2005). "GDC 2005:Sega Unveils Spartan". IGN. Archived from the original on March 18, 2016. Retrieved September 22, 2014.
  21. Calvert, Justin (March 8, 2005). "Sega announces Spartan: Total Warrior". GameSpot. Archived from the original on May 12, 2021. Retrieved September 22, 2014.
  22. Adams, David (March 9, 2005). "Sega Buys The Creative Assembly". IGN. Archived from the original on August 2, 2014. Retrieved September 22, 2014.
  23. Thorsen, Tor (March 9, 2005). "Sega conquers The Creative Assembly". GameSpot. Archived from the original on September 17, 2014. Retrieved September 22, 2014.
  24. 1 2 "Spartan: Total Warrior (Gamecube)". Metacritic. Archived from the original on July 16, 2014. Retrieved September 21, 2014.
  25. 1 2 "Spartan: Total Warrior (PlayStation 2)". Metacritic. Archived from the original on April 24, 2014. Retrieved September 21, 2014.
  26. 1 2 "Spartan: Total Warrior (Xbox)". Metacritic. Archived from the original on April 20, 2015. Retrieved September 21, 2014.
  27. 1 2 Gillen, Kieron (October 7, 2005). "Spartan: Total Warrior Review (PS2)". Eurogamer. Archived from the original on January 29, 2015. Retrieved September 23, 2014.
  28. 1 2 Mueller, Greg (October 27, 2005). "Spartan: Total Warrior Review (GameCube)". GameSpot. Archived from the original on June 11, 2016. Retrieved September 21, 2014.
  29. 1 2 Mueller, Greg (October 27, 2005). "Spartan: Total Warrior Review (PS2)". GameSpot. Archived from the original on October 27, 2013. Retrieved September 21, 2014.
  30. 1 2 Mueller, Greg (October 27, 2005). "Spartan: Total Warrior Review (Xbox)". GameSpot. Archived from the original on January 4, 2015. Retrieved September 21, 2014.
  31. 1 2 3 4 Goodsmith, Brent (June 22, 2007). "Spartan: Total Warrior Review". GamesRadar. Archived from the original on October 19, 2015. Retrieved September 21, 2014.
  32. "Spartan: Total Warrior (GameCube)". IGN. Archived from the original on June 30, 2023. Retrieved August 10, 2015.
  33. 1 2 Castro, Juan (October 24, 2005). "Spartan: Total Warrior Review (PS2)". IGN. Archived from the original on June 30, 2023. Retrieved September 21, 2014.
  34. "Spartan: Total Warrior (Xbox)". IGN. Archived from the original on June 30, 2023. Retrieved August 10, 2015.
  35. "Spartan: Total Warrior Review (GameCube)". Nintendo Power . November 2005. p. 108.
  36. "Spartan: Total Warrior Review (PS2)". Official U.S. PlayStation Magazine . November 2005. p. 116.
  37. "Spartan: Total Warrior Review (Xbox)". Official Xbox Magazine . December 2005. p. 102.