Alternative title(s) | |
Antiquity game | CAG |
Release | 2005-2010 |
Publisher | Rome: Total Realism Team |
Developer | Rome: Total Realism Team |
Platform(s) | Mac, Windows |
Mode | Single-player, multiplayer |
Genre | Strategy game; empire-building |
Setting | Roman Empire |
Notable charactersB | |
DLC |
Rome: Total Realism is a ‘realism mod’ for Rome: Total War.
Bibliography
Christesen, P.; Machado, D. (2010). ‘Video Games and Classical Antiquity’ in Classical World 104 (1), 107-10.
Gardner, A. (2012). ‘Strategy Games and Engagement Strategies’ in C. Bonacchi (ed.), Archaeology and Digital Communication. Towards Strategies of Public Engagement. London: Archetype Publications, 38-49.
Ghita, C.; Andrikopoulos, G. (2009). ‘Total War and Total Realism: A Battle for Antiquity in Computer Game History’ in D. Lowe & K. Shahabudin (eds.), Classics for All: Reworking Antiquity in Mass Culture. Newcastle upon Tyne: Cambridge Scholars Press, 109-26.
Hatlen, J.F. (2012). ‘Students of Rome: Total War‘ in T.S. Thorsen (ed.), Greek and Roman Games in the Computer Age. Trondheim: Akademika Publishing, 175-98.
Reinhard, A. (2012). ‘Learning Latin via Gaming’ in T.S. Thorsen (ed.), Greek and Roman Games in the Computer Age. Trondheim: Akademika Publishing, 127-153.
Rollinger, C. (2016). ‘Phantasmagorien des Krieges: Authentizitätsstrategien, affektive Historizität und der Antike Krieg im modernen Computerspiel‘ in A. Ambühl (ed.), Krieg der Sinne — Die Sinne im Krieg. Kriegdarstellungen im Spannungsfeld zwischen antiker und moderner Kultur / War of the Sense — The Senses in War. Interactions and tensions between representations of war in classical and modern culture = thersites 4, 313-341.
Serrano Lozano, D. (2020). ‘Ludus (Not) Over. Video Games and the Popular Perception of Ancient Past Reshaping’ in C. Rollinger (ed.), Classical Antiquity in Video Games. New York: Bloomsbury, 48-61.
Additional keywords
history, modification