Roads of Rome 2 – New Generation: Hidden Treasure Locations

Roads of Rome 2 – New Generation
Game Type: Time Management
Release Date: July 5, 2017
Size: 227MB


For many years, Rome prospered in peace and tranquility, but the dark shadows of the past had risen on the distant horizon. The young Viking leader invaded the lands of the Empire to avenge his father. Markus, the matured son of general Victorius, leads the army to confront the danger, and despite all the persuasions of his beloved, leaves her in Rome. Valeria got upset because she would not be participating in the battle and is now seeking to prove that she is also capable of being useful to the people of the Empire. She gets herself appointed to a new rank and leaves with her squad in the rear guard of the army in order to restore the destroyed settlements and build roads on the distant borders of the Empire.

  • 40 levels and one bonus level
  • Familiar, yet improved gameplay
  • A new system of bonuses and altars
  • Possibility to select a construction option and demolition of buildings
  • 4 difficulty modes

System Requirements

Operating System: Windows 10, Windows 8, Windows 7
Processor: 1.4 GHz or higher

Hidden treasures are located within the red circles below.

Level 1


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Level 40


PREY: Welcome to TALOS-1 Review

Reviews from now on will have the following categories:

  • Immersion – graded value on story, sound, setting and effects
  • Playability –graded value on interaction and interfaces
  • Multiplayer – graded value on multiplayer experience
  • Grievances – an Ultra-low, low, medium, high, ultra-high value that determines the bugginess and how they affect the playability and immersion.

The overall score will not be an average of the categories but an overall of the entire game will all areas included.

The title and the score of each category will be first then the article review after it.


Reviewed on: PS4 | Time spent: ~30 Hours | Uncompleted Upon Review

Immersion: A

Playability: B+

Multiplayer: N/A

Grievances: Low

Overall: A-

Prey, from Bethesda and Arkane Studios, has not only changed the way I review games but has also changed how I perceive games as well. Prey’s ability to make you invested into the story and the event around TALOS I is awe-inspiring. I thought for sure that this would be your typical shooter / MacGyver style game. It is not. This game does not hold your hand you can literally do whatever you want and play however you want. I the only game in my book that has gotten the concept of “reward the wise” correctly.


Prey may go into most collections as an underdog, a game that was ok; but you have to look at it in detail to get the full picture and see the amazing accomplishments it has achieved. The first thing to note is that the beginning will set everything up and is a big part of you getting invested into the character. Not only do you not know what is going on but there is a believable explanation that you don’t really question because it makes sense. The game’s first trick sticks with you and if you already saw the trailers you know what lies ahead.


Another thing the game got right is the aliens. These creatures are slick, intelligent (at times) and mostly unpredictable when they are alerted. Mimics will be the main reason why you become paranoid. Phantoms are almost always a must to avoid in the early parts of the game and Nightmares are well… titled Nightmares for a reason.

The fact that you are not alone and have the possibility to save others is a good thing. Most space-related horror games pin you as the sole survivor trying to piece together what happens, but Prey puts you in the middle of a catastrophe just 2 days after the collapse of TALOS I’s containments. While there is little hope for survivors they do appear and are scattered about putting a nice edge to dealing with the aliens.


With that said the tasks you do take on more meaning and while most are, on paper, repetitive, it doesn’t feel that way at all. It’s more like how it would be if the game occurred in a more realistic sense. With things that are out but can be repaired, locating individuals for information or access to certain areas and figuring out ways to other places by avoiding the aliens.

Just like how the gravity gun in Half-life 2 changed gaming forever so does the GOO gun. It effectiveness throughout the game it amazing, you’ll be using it far within the game and I believe up to the end. It makes overpowered aliens easier to deal with and easier to get away from. Other than that, the combat is straight forward with some good fun in between. And the fact that you mostly have to craft your ammo and supplies you realize quite early you have to check out every part of TALOS I to make sure you have enough to keep you going.

Neuromod is another aspect of the RPG element with Prey. Upgrading yourself comes with many many choices and two paths to go down or to paths to combined, human based neuromods or Typhon (alien) neuromods. These are, without a doubt, necessary to level out the playing field and make it less of a cat vs mouse game.


Once you realize that not only should you pick up everything but also read everything for codes, passes, or knowledge of stashes, Prey becomes a complete obsession and very immersive, never has a boring moment and you will be glad when you do have a moment of silence and able to rest for a few minutes.

Each game has its bugs and for Prey, there is a couple. One of the biggest thing that personally got on my nerves was the low audio of the transcribe. You can barely hear the live feeds and the audio files you pick up, this could be my surround sound but this should also be coming through the controller, in my opinion, or at least have a choice where it comes from. Music is great but right when there are constant aliens and dramatic situations it’s hard to hear what is going around you. If you want to turn that immersion up some more… go at it with the music completely off after you went through the Lobby for the first time. Jumping is something of an art form and with the GOO gun, it becomes difficult at times. The same can also be said about the height differences in vents/floors that force you to jump and get stuck at times and with a Phantom chasing you, that the last place you want to get stuck.


Despite its flaws, Prey comes out strong. I personally find it better than Dead Space, it’s more immersive than Zero Dawn and has an aura similar to Half-Life that I haven’t seen in a game in a long time.

Horizon: Zero Dawn Review

First and foremost, Horizon: Zero Dawn, from Guerrilla Games, starts off as a good story, great build up and good overlook of the amazing and captivating world your character, Aloy, lives in.

Intros and Discovery

Probably the best introduction to the game I have seen in a while, Horizon starts you off as a young 6-year-old Aloy, exploring and growing in skills, this also allowed me to get attached to Aloy quickly as she struggles with the understanding of the dynamics of her world and the others that occupy it. The setting is in the very distant, post-apocalyptic future. Very early on in the game you do want to explore this history and wonder how did the machines take over and how are they are surviving in the mockery of animal form. Aloy’s continuous confusion towards her world and the questions she has almost make you ask the same questions and often wonder the same thing she is saying, good writing and its because of this that make you bond with Aloy more as the game goes on.

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Craft to Kill, Craft to Survive

Early on you are taught crafting and how to sneak around the machines. Your “Focus” or the little helper like device you have can tell you the path of almost all of the machines giving you a good way to plot for the quick shutdown of an enemy. You can craft several items including traps and sling shot bombs. Your outfit and weapons have upgradable slots to add more characteristics to your arsenal and defense. Upgrading your stats is similar to FarCry as you can choose to strengthen a particular type of style or technique or simply even out your overall advantages.

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The Look

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Graphically, Horizon kills it with vivid color, particle effects, textures, and abstract motion. Just on graphics alone, Horizon nails the bar high and exhibits what a game could look like when the engine is fine tuned and well utilized. Details such as the way Aloy walks, sun reflection off of metallic objects and the reaction-like movement of the machines and animals, all make the game more immersive as you play it.

The Feel

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Gameplay is quick and patient at the same time. The machines do not hold back when you are discovered and attacks are furious and frequent. When you are not waiting for the right moment, you’re slowing down time aiming and hoping for the best. While sneaking is the best option for most encounters, there are many instances where you just can’t play hide and seek. In these instances, you have to run dodge and “bullet-time” your way to taking down the enemy.

Horizon: Zero Dawn has this feel to it that makes it feel like it’s truly something different even though we have seen the same thing in a few other games. This slight difference has a big effect and the direction of the game and story has a big impact making you make the game into what you want it to be. Very compelling and immersive, I can safely give it a B+

RE “I don’t want to be in this house” 7


From the moment I started the game, after all the cut scenes, I felt like this would be pretty immersive. The back woods look amazing. The opening cut scene didn’t really look that hot and I was hoping they did a better job on the environment and they did. While it’s not quite 60fps, you are still given pretty amazing graphics, by RE-engine standards. One thing that stood out is that the actual game looks better than the demo, which is rare. In RE7 you play as Ethan whose wife, Mia, disappeared 3 years ago and magically sent an email saying where she was with a picture of herself and other papers, so as Ethan you go to the swamp to a house that was mentioned in the email and begin to look for your wife. Besides the characters we are introduced to in the demo, the character design and detail could have been a lot better. However, the environment detail surely makes up for it.



The controls are very similar to the demo with almost no changes. The touch pad is used to bring up the map and the objectives, like “run from everything”. Hand gun controls are kind of annoying and almost absent like they did this on purpose, while other weapons feel better.


Slow creeping of music and combination of very detailed movement with natural sound makes it an auditory game as well. I always hype about having a good surround sound but this time around I so suggest if you haven’t made an investment in surround sound, games like RE7 are practically made for it.

Story / Mechanics



Story is slow and the explanations of things are straight lined. However, it’s all in good old fashion RE 1 like surroundings and creepy over tones. The game does a good job of pulling you in and keeping you in the constant struggles of “do I go in there or not” while knowing you have to progress further through the story. Like in very earlier RE games you have a single point of saving, a tape recorder. Which if you remember the first Resident Evil it was a typewriter. Dark is Dark inside RE7, even with brightness kind of high you can still see pitch black corners and hallways. Don’t rely on the demo to get you through the first part of RE7, while many things are the same, details are very different and you will find things in different places. I’ll personally recommend playing on Normal Difficulty, Madhouse Difficulty will defiantly combine RE7 with Dark Souls. Healing after taking lots of damage does come about in a silly Far Cry way but doesn’t really take from the overall experience.

Lighting and tessellation are greater than expected. The lighting, once in the confines of the house, becomes apparent. The tessellation is spotted early on as you are under the guest house for a brief moment (you don’t know how hard it is to write about it without giving anything away).

With that said, RE7 makes you feel uncomfortable walking around for long amounts of time without anything happening then when something does happen you feel like the game is really giving you a break. If you’re looking for jump scares you may find some but I’m not that much of a jump scare person, so I can admit there was just one moment that did make me jump and that is worth $60 to me personally.

Pet Peeves

While the gun control is bad and I stated it before, the fact I couldn’t zoom in on all items kind of sucks. I wanted to know more of the lore and what happen in this house, I was hoping to get some information from the items other than Ethan’s perspective.

The House of Horrors


RE7 looks to be a good setting for a good horror game that really doesn’t play like other RE games and if you are going into this as a RE game, don’t; it’s too different to be pinned against the rest of the sister games. It is survival horror in its most basic form and the execution of the horror/thriller is good but not great while it does make you uneasy, here and there, there are still areas in which it could improve on it. I would love to see another installment based off of this design. In the end, for now, without considering DLC or other factors, RE7 gets a C+.