Anno 117: Pax Romana Review

It is the dream of all people to create their own empire. Well, maybe not all people. But the Anno series, a city building simulation set by Ubisoft, has always provided players with countless options in creating living, breathing hubs of life. This has moved through locations such as futuristic space and arctic, 1800 and more; therefore, the most natural next step was the Roman Empire. With a 10+ hour campaign that works as a tutorial, Anno 117 offers the first steps into city building with equal amounts of hand-holding and creative freedom. The true gameplay stems from the sandbox/free mode, where players can fill the land to their heart’s content. There are hundreds of hours here if building is your jam. While war and combat are intrinsically linked to this time period, Anno 117 is not similar to Age of Empires in its process or result. Its focus is on politics, economy, routes and keeping the masses happy through trade, fashion, access and growth.  The thrill comes from seeing what was basically open terrain transform into a city that operates like any other. There are bumps and challenges along the way – some by design, others not intended – but overall, this is the definitive Anno game with all the bells and whistles learned through feedback and honing the craft.

On a personal note, I have dabbled in previous Anno games. While 1800 saw me spend 20+ hours building in the world of the Industrial Revolution, I can’t say that I’ve ever had a prolonged experience with one of the titles in the series. Yet there has always been this undercurrent of interest from my end, knowing that if the series was to choose a specific setting, I’d be sucked right in. Rome is simply perfect for this type of gameplay. While it took a good 5 hours for me to really feel comfortable with the countless systems, different mechanics and buildings (and being able to create something that operated with a semblance of reality) I write this review now with multiple save files demonstrating that new players have a great entry opportunity here if they invest those initial hours. The UI is daunting at first, with so many tabs and icons and pop-ups. I was fumbling around with buttons for quite some time, but eventually all makes sense. I’m not a fan of being over encumbered with menus and this can happen in certain scenarios, but it’s not blocking any action as this is the par for the course. 

If choosing to dive into the campaign (recommended) you’ll essentially start from scratch and move through a range of scenarios befit of your character’s growing stance. The relatively short runtime and focus on learning the ropes may see veterans move straight into sandbox, but I did enjoy learning about routes, different commodities and ideal mapping for success. I also spent much too long zooming into my budding city listening to the conversations of people that lived in the houses I’d built. They move freely, spend time at taverns and markets, work, request items or demand change. The developers did well in making most people appear unique and important to the world you’re creating, with what must be thousands of dedicated script lines. After an hour or so building the basics, a story event will expand options into naval and improved commerce. My small town was quickly becoming a city before my eyes, and I had to start being aware of the confines of this land to better optimise for the near future. 

The story by no means wowed me and does not delve into the depths of darkness of a Roman setting/tale outside of some backstabbing and treachery, yet the characters were relatable and kept the game moving at pace. Themes like slavery and warfare are central, but not really on the harsh side as the game implies rather than presents its heavier tones. I would love to see these games extend the story focus, as the potential is there and I much prefer story to sandbox in keeping those hours ticking – but many will be the opposite. You’ll be building homes for freed people, boosting them up the social ladder with regular improvements (and they will eventually demand plenty of you). There appears to be more of a historical documentary focus, one of those shows you might watch on the History Channel late at night, as opposed to an HBO series with cliffhangers and A-listers. In present, games often rely on flashing lights and constant scrolls, therefore the extensive mechanics and presentation may not deliver a thrill every 30 seconds. Yet there are heavy decisions to be made at every turn that can impact both the present and future. The pay-offs connected to your hard work are as rewarding as any firework.

Planning is a foundational focus in Anno 117, such as proximity of houses to the joyous places such as taverns and the filthy places such as burners. Much like life, we all want to live near the entertaining locations and steer clear from the tips. This is where you will be balancing placement, tapping into your knowledge of city building. In my initial playthrough, I went through a phase of just wanting to plonk down every new type of trade that appeared on my cycle. The people near the markets loved me, but my disregard in analysing where the green ticks were on houses saw quite a few people not living their best life. Add trade requests and needs, and you’ll soon feel like a politician. Once you acquire your ship following an early cutscene, greater travel and access options arrive. The naval components are some of the game’s best, truly feeling like a conqueror finding good land and building homes for the needy while protecting your area. This is really to enhance trade routes and trade options, but watching your people become pompous arses is actually thrilling knowing where they started. 

As stated, this is not a game focused on combat as its lead function. Still, the game does very well in its naval combat. Many threats will appear on the high seas, and it is your planning that will decide between keeping that trade route open or essentially losing ground. General land combat follows naval combat, and while not quite at the same level there are plenty of commands to play with in protecting the homes of your people. Much of this review has highlighted story mode, but essentially you will complete this in a few decent, dedicated sessions. It sets up the longevity in sandbox/endless mode, where there are fewer shackles to start off with and the goal is really creativity and efficiency. 

In terms of performance, I encountered no major issues on the PlayStation 5 save for some pauses when adding a chunk of road or bigger buildings. The audio is glorious and full of life, and the colour of landscapes works well with the theme. Whether zoomed right in or marvelling from afar, the graphics are about as good as I’ve seen in a sim/building game. Even when your city is full and bustling from coast to coast, the frames still succeed in keeping that realism. 

Anno 117: Pax Romana is a simulation city builder that will steal hundreds of hours from those interested in the genre or the Roman Empire. While it won’t convert anyone who steers clear of these games, it rests as the definite title in Ubisoft’s long-running series. While the story serves as merely a tutorial, the endless sandbox action and creativity will see this remain as a staple for fans well into the future. 

 Pros

  • Graphics and performance are top notch
  • Depth, depth and more depth

Cons

  • Story really exists as a tutorial
  • Menu heavy, fair learning curve for comfort

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It is the dream of all people to create their own empire. Well, maybe not all people. But the Anno series, a city building simulation set by Ubisoft, has always provided players with countless options in creating living, breathing hubs of life. This has...Anno 117: Pax Romana Review