Total War: Warhammer II
Total War: Warhammer II, is the sequel to Creative Assembly’s landmark title Total War: Warhammer and is published by Sega. It is the second title in a trilogy of Total War: Warhammer games based off of Games Workshop’s Warhammer Fantasy Battle tabletop game. Warhammer II was released in September of 2017 and brings with it an abundance of new features to add to CA’s developing Warhammer series including a new narrative campaign, four new races, and an overhaul to many of the campaign map mechanics.
One of Warhammer II’s primary features is its new single-player campaign called the Vortex Campaign. Unlike previous DLC mini-campaigns in the first Warhammer, the Vortex Campaign covers an entirely new campaign map featuring the fictional New World continents of Lustria and Naggarond as well as the paradise island of Ulthuan and the Old World Southlands. The campaign is also the primary delivery vehicle for Warhammer II’s new mechanics and campaign overhauls such as the introduction of settlement climates and treasure hunting.
Episodic Sequels
Recently I watched a gameplay exposition and review for the upcoming Total War: Warhammer II video game, the highly anticipated sequel to Creative Assembly’s landmark title, Total War: Warhammer, set to release on September 28th. The review itself was straightforward and highly informative and I had no trouble with it. However it brought up an interesting point that relates directly to the nature of episodic titles in video games.
An episodic series of video games is a run of at least two titles with a single, overarching plot that runs through each title, tying the series’ storyline, characters, and even mechanics and themes together across the series. Normally the release dates, intended consoles, and even genre of the titles don’t define if a title is part of the episodic series; content is the only determining factor. Yet perhaps the most important aspect of an episodic series versus a franchise or saga is the proximity of each title’s release to the releases of the other titles in the series. It’s not enough to share the title, setting, and mechanics of prequels and sequels; an episodic title must be an indispensable part of a larger whole.
Total War: Warhammer
In 2015 Creative Assembly celebrated the 15th anniversary of the Total War series of turn-based/tactical strategy games. A few days later it officially announced the upcoming release of its latest Total War title, Total War: Warhammer. For the past few years Creative Assembly and its current publisher Sega had been teasing the development of a Warhammer title in partnership with Games Workshop, the producers of the Warhammer Fantasy tabletop battle game. Finally fans were formally introduced to one of the most ambitious strategy projects of the decade and the first Total War game to not take place in a historical setting.
Total War: Warhammer is rooted in the revised Total War formula that had been fully developed in Total War: Rome II and its Total War: Attila standalone expansion. Regions of the game’s world map are divided into provinces, which are further divided into two to four territories each containing a single settlement with one of these settlements serving as the provincial capital. The settlements generate income, provide build slots for the construction of economic and military buildings, and list provincial statistics for growth and public order. Armies are led by a general unit, termed “Lords” in Warhammer, and each have a distance they can move each turn and various stances they can enter to generate effects on the strategic world map or the tactical battle map.
Other mechanics also remain in their traditional forms, such as the interaction of agents, now called “Heroes”, with armies, provinces, and other agents. Heroes retain the ability to be embedded into an army to provide a passive buff and to gain experience over time. Settlements include a garrison of troops that don’t count towards army upkeep and cannot be ordered away from the settlement’s control zone. Certain terrain types hinder movement or cause attrition damage to armies moving through them.
Beyond these is where Warhammer’s unique nature and radical development noticeably change and improve the established Total War formulas. Warhammer features four playable factions which can be expanded to seven plus six minor factions with free and paid DLC. Each of these factions feature new racial mechanics as well as completely distinct unit and building rosters. The Dwarven faction can only settle in special settlements called “holds” and are notable for having no cavalry units but some of the strongest heavy infantry. Alternatively the Wood Elves can settle in any province on the map, but only construct outpost style settlements with a single build slot; elven units are also light and quick with the Wood Elf faction possessing more archer units than any other faction.
Faction armies also benefit from unique mechanics and traits. The Chaos Warriors, as a horde faction, have no permanent base and must conserve some of their movement each turn in order to encamp and construct horde buildings, but as a result can simply run away to avoid danger to their faction. By contrast the Vampire Counts’ undead armies decay when outside specifically designated undead territory unless the level of vampiric corruption is high enough in the province they are invading, but at the same time areas of high corruption provide increased healing for undead units and cause attrition damage to armies of living units.
How all these unique factions mesh together and balance out is one of the primary design triumphs of Warhammer. Players are no longer promised the balance set of units and counter units from previous Total War titles; now faction compatibility depends on the player’s ability to utilize a faction’s existing units properly. An army designed to deal with monsters and heavy infantry will struggle against opponents fielding artillery and quick ranged units, yet each faction possesses the units and strategies to deal with both.
The units in each army are one of the two primary components of flavor, the other being faction mechanics, that enriches overall gameplay and are also one of the reasons Warhammer has a strong custom battle and multiplayer scene even within the Total War series. In previous titles it was not uncommon for a majority of factions to possess slightly altered unit rosters from a single template. In Warhammer the differences are so distinct that some preferred strategies from previous games aren’t even possible now.
Hero units are also a noticeable change, and improvement, from previous agent systems. When embedded in an army, heroes actually become powerful units with their own special abilities and combat statistics. They still provide passive benefits to the army they are embedded in but their true strength is revealed on the tactical battle map. Embedded heroes take up one of the twenty slots available for army composition, but the loss is rarely felt as only the lord units possesses more raw power and potential in combat.
Heroes, and lords, are also the medium for a completely new mechanic in Total War: magic. Heroes and lords with the spellcaster trait can learn magic spells as they level up. These spells are utilized in tactical combat and use a power reserve system dependent on the Winds of Magic mechanic, a constantly shifting pattern of strong and weak power reserves that covers the strategic map and changes the amount of power reserve available for tactical battles in the different regions. The magic system in Warhammer is another great design triumph as the new mechanic is woven seamlessly into the game. Spells are intuitive, easy to manage, and for the most part powerful enough to warrant their continual use but not so powerful as to break game balance. Each faction also possesses its own variations of spellcaster heroes and lords. The spells available to these units are determined by the magic lore of that unit and not all lores are available to each faction. Except for certain legendary characters, each spellcaster has only one lore.
Legendary lords take the mechanics of lords and heroes even further. These units are similar to generic lords of their respective faction, but feature unique appearances, voice acting, unique unit upgrades, and even unique mounts for tactical battles. Legendary lords can not be permanently killed, if they fall in battle they remain wounded for several turns then become available for recruitment once again. These special lords can be used in custom battles, but it’s in the grand campaign where their power and potential truly shine.
When choosing a faction for the campaign the player also chooses which legendary lord they would like to be the faction leader. Each of these lords brings its own command bonus and set of starting units. The other legendary lords are made available for recruitment when the player completes specific tasks like constructing special buildings or conquering certain cities. Throughout the campaign players are given objectives from a quest chain tied to a unique item for each legendary lord they control. These quests are optional and if completed allow the player to fight a special quest battle against pre-determined enemies using only the relevant legendary lord’s army. If the player is victorious, that lord gets the corresponding unique item permanently.
Many more subtle yet flavorful improvements populate the grand campaign and custom battle experience. The grand campaign itself can occupy many hours of gameplay per faction and with up to seven distinct experiences it makes Warhammer’s replay value one of the highest for Total War games of the decade. Even players dissatisfied with a faction’s campaign style can still enjoy its army roster in custom battles.
Multiplayer continues the Total War conventions of competitive custom battles and a co-operative grand campaign, both of which are stable and viable even on lower internet connections. The unique factions break up the metagame to a greater degree than any previous title. A competitive grand campaign between two players was also introduced, differing from coop in that the players are not linked by an unbreakable military alliance and do not share objectives. The players can still ally over the course of the campaign but need not even encounter each other if their faction objectives don’t call for it. This is a strength in that it gives players a great degree of freedom to interact with the AI and each other, but also a weakness in that the potential lack of interaction takes most of the enjoyment of the multiplayer experience away from overall gameplay.
Total War: Warhammer, is truly the crowning achievement for the Total War franchise and perhaps the greatest title of the series since Rome: Total War. It demands the most stringent graphics requirements of any Total War game, but is perfectly enjoyable on lower graphic settings and playable without error on systems that meet the minimum requirements. The game over-relies on DLC content and Creative Assembly rightly took a lot of heat from the gaming community for its overuse of the sales gimmick, yet with the DLC Warhammer becomes a masterful work of game design that can be enjoyed by gamers of any level including those who have never picked up a Total War title before. The gaming community deserved a cross-title compilation like this for decades and now that its finally here it’s a must for any strategy gamer.
Total War: Attila
Creative Assembly’s Total War: Rome II was noted just after its release to be the worst Total War title to see the light of day. Its excessive bugs and poor performance disappointed many fans of the previous Rome: Total War as well as franchise fans in general. This was perhaps a greater loss for the game itself rather than Creative Assembly. Numerous patches and quick fixes improved Rome II to make it playable and ultimately even enjoyable; but its place in infamy had already been secured.
Creative Assembly did its utmost to avoid a repeat with its follow-up title, Total War: Attila, which was released in early 2015. Many of the systems introduced in Rome II, such as the Imperium levels, remain the same while other mechanics like the political system and provincial system have been modified slightly. Provincial towns can now be upgraded to have walls and all provinces are limited to two towns and a capital. The political system saw a revival of the traditional family tree within the wider context of faction politics and competing nobles.
Perhaps the largest change from Rome II that Attila brought was the change in setting. The grand campaign begins in 395 AD as the now divided Roman Empire enters a period of decline. The game models the catastrophic upheaval of the period with a return of the horde mechanic, first seen in Rome: Total War: Barbarian Invasions, which allows a faction to abandon their home province and form several armies that supply their own food and can make temporary camps to gain special benefits and a relief from income loss. The Western and Eastern Roman empires suffer several penalties to add to their foreign woes such as historically inept faction leaders, a loss of traditional technologies, and unstable internal politics.
Attila brings an apocalyptic feel to the setting through various mechanics and faction themes. Climate change; inspired by the historic 6th century Little Ice Age, makes an appearance as periodic global events that lower the fertility of all provinces on the map. Another world altering mechanic is the ability for armies to raise settlements transforming the settlement into a ruin and blackening that section of the province, temporarily ruining its fertility. Razed settlements can only be restored by settling army units in the province, restoring the town which must then be rebuilt from scratch.
The thematic presentation of the turbulent 5th century is Attila’s central point, and tragically is probably also Attila’s greatest failure. The game succeeds so well in making the world a mess that it rapidly becomes frustrating and nearly unplayable. The climate change unrealistically affects the entire globe, turning even the most fertile provinces like the Nile Delta and Euphrates River Valley into barren desert. Cities suffer numerous wealth and public order penalties from effects such as food shortages, even when the empire has a food surplus, and immigration, an effect that the player has no control over.
Squalor now plays a proactive role in settlements and provinces; the higher the negative level of total squalor (derived from squalor minus sanitation) the more likely a plague will break out in that settlement. This mechanic is reasonable in its idea, but its implementation is again excessive and frustrating. Multiple build slots in the province must be devoted to sanitation buildings to keep the squalor down and even with a total squalor of zero plagues can still spread to and even break out in settlements.
Most factions start out in precarious positions. The Roman empires naturally suffer from rampant unrest, multiple enemies, and hard-pressed economies. Barbarian tribes start with strong militaries but are forced by approaching nomads and cooling climate to make for new homelands in Roman territory to the south and west. The Sassanid Empire, the predominant eastern faction and widely assumed to be the easiest to play, still has its own problems keeping its client states in line and fighting off the White Huns.
These troubles don’t make the game unplayable; but in the wrong circumstances they swiftly make it unwinnable. Attila is perhaps the first Total War game that will appeal far more to survival gamers than to strategy gamers. The gameplay experience for many factions, particularly the Roman empires, is more about seeing how long the player can survive rather than trying to win. The game’s buggy tutorial and abbreviated user interface add to the problem by giving Attila one of the sharpest learning curves in the series.
The graphics of Attila remain largely unchanged from Rome II and any computer that can handle Rome II will do just as well with Attila. Sadly frame rate difficulties remain during the AI phase even with high performance machines but actual gameplay, particularly battles, run smoothly. It’s worth noting that color and toning for battles has been subtlety altered to give a dark, gritty feel to the world to accompany the apocalyptic theme. This doesn’t bring any mechanical alterations aside from increased rain but the various weather effects can also cause frame rate drops on high graphics settings.
Fans of Empire: Total War will enjoy the updates Total War: Attila brings to the new mechanics that Empire introduced. Otherwise Attila has been love/hate with fans of the Total War series. Even veterans of Rome II will have to learn many new mechanics and forget some old habits to play Attila properly. Those that enjoy grand strategy will find Attila a very challenging addition to the grand strategy market. Strategy gamers in general however are best served avoiding Attila, or waiting until an 80% off sale, as the game is far too restrictive for a traditional military strategy experience.
Total War: Rome II
Ever since Creative Assembly’s landmark Rome: Total War catapulted the Total War franchise into the mainstream of strategy gaming fans of the series have eagerly awaited its sequel, Total War: Rome II. Elements eagerly anticipated in a sequel were increased control over family members, improvements to naval combat, and a greater number of diverse factions. Rome II promised all of this and more. In development terms it was also considered the next step in advancing Total War game mechanics and technology as a whole.
Veterans of the first Rome: Total War game will actually find few similarities in the new Rome. Most of the factions make a return alongside dozens of new ones, but otherwise the game has received an overhaul derived from the years of experience and development Creative Assembly accumulated from its subsequent Total War titles after the first Rome’s release. The campaign map is populated with numerous towns and cities organized into provinces each composed of a walled provincial capital and one to three un-walled towns. Local resource deposits provide real economic benefits in the province and indirectly the player’s empire as a whole. Naval combat can now be fought in real-time and armies are formed around the generals (an army cannot exist without appointing a general).
For all that’s changed, the basic formula of Total War remains. Wealth is generated in the cities and towns of the player’s empire which is in turn used to raise and maintain armies of period infantry, cavalry, archers, and warships to conquer the ancient Mediterranean world. The great factions of the period, such as the Roman Republic, Empire of Carthage, and Ptolemaic Egypt are all present. Historic figures such as Hannibal Barca and Julius Caeser can make an appearance, but are not afforded any prestige or abilities beyond other generals. City populations must be controlled and diplomatic relations between factions can be manipulated for trade, alliances, and threats.
Like its Total War predecessors Rome II’s single player is at the heart of its entertainment value. The campaign, with downloaded content, features over twenty playable factions to choose from over one hundred on the campaign map. Factions are placed into culture categories such as Latin (Rome and its neighbors) and Hellenic (Greek city states) with each culture bringing some faction bonuses in addition to the unique attributes that individual factions gain. All factions follow the same general rules of economics, internal politics, and Imperium levels (with the exception of Rome and Carthage which also feature political sub-factions within their primary faction). The Grand Campaign, Rome II’s primary single player element, starts at 272 BC with most of the factions (aside from a few successor states) starting off with only a province or two in their control.
The Imperium level, a new mechanic to the Total War series, is a defining feature for gameplay in Rome II and applies to every faction, not just Rome. The Imperium level is determined by the number of cities under the player’s control and as it goes up it applies small but steadily increasing levels of empire wide stats such as taxes, morale, and corruption. The Imperium level also defines how many armies, navies, and agents a faction can maintain. As a mechanic the Imperium level is a fairly effective way to emulate the feel of an expanding, powerful empire and certainly encourages aggressive expansion on the part of the player. However its limitations cut into the some of the “total war” aspects of the game; at higher levels players can feel strapped for armies and navies to cover increasingly larger and complicated campaign theaters.
Like in Shogun 2, technology makes an appearance and is divided into three trees. Research unlocks buildings, units, and empire wide benefits. The Roman Marian Reform event from the first Rome is gone; now all factions share a similar unit tier system. Once a technology makes a unit obsolete, all of those units throughout a player’s army can be manually upgraded for a minor sum. Structures upgrade in similar fashion although the process is far more costly and some higher tier units require the empire to have access to special resources such as lead or iron.
Politics is another new addition that Rome II brings to the Total War series. The political system is basically an expansion of the loyalty and family tree mechanics for generals and replaces both mechanics with statesmen that become generals or admirals, and a set of statistics that emulate the power struggles of the republican Roman Senate. Each statesman increases the influence of their family/party in the empire’s political affairs which allows political actions such as assassinations to be used. Additionally the more influence the player’s family/party has grants increased bonuses and penalties to the empire, but also increases the chance that the other families/parties will rebel and attempt to overthrow the player’s faction.
The political system is a clever and heavily integrated design, but sadly does little to actually improve the gameplay. Benefits to having political dominance are minor compared to the arbitrary threat of civil war and the other families/parties provide minor but persistent annoyances that cannot be removed. The system is well thought out and does not hinder overall gameplay, but the lack of control the players can ultimately develop over the gentry of their own empire becomes tiresome and breaks the immersion of world conquest.
Overall single player combat has been streamlined and refined to arguably the highest level to date in a Total War game. Units are well designed to reflect their historical roles and battlefield performance. The AI is competent enough to know how to use the different units and abilities under its command. Empire and city management is easily accessed but incorporates some new details that greatly increases its learning curve. Naval combat, a feature that’s been greatly expanded since Shogun 2, still needs some work to adequately define and balance the roles of different ship types and thus avoid having all naval battles turn into numbers games.
Multiplayer, particularly the co-op feature for the grand campaign, is very well implemented in Rome II. For the most part load times and real time combat are amiable to lower internet speeds and the mechanics of cooperative play did not produce any problems. The only glaring problem with co-op play is the presence of so many diverse cultures in Rome II. Cultures affect public order and competing cultures generated by allies in close proximity can cause some trouble in border provinces. This often requires players to choose factions a fair distance away from each other, eliminating some of the elements of cooperative play.
Graphics are certainly fresher and on higher settings require a mid-to-high end machine to run. This is one of the great tragedies of Rome II. Individual details have been modeled to an unprecedented degree but the player can rarely enjoy this feature. Large scale battles require the player to constantly shift their attention to different units with the screen zoomed out, away from the shiny details.
Rome II’s combat is more integrated and diverse, although at times suffers from its own improvements due to the degree of micromanagement brought on by increased options to the player. Multiplayer is one of the best experiences to date. Sadly, many of the new features Rome II added to the franchise are as troublesome as they are new. Seeing historical military tactics pay off is as rewarding as ever and even more accessible with the greatly improved faction and unit designs, but outside the battlefield empire management remains overly cumbersome and sometimes outright frustrating.
Rome II’s place in the Total War franchise is highly debatable since many of the new mechanics have uncertain futures in upcoming titles. Fans of the first Rome will miss some of the old simplicity, but those looking for greater options in their conquest of the Mediterranean will appreciate the increased detail. Casual gamers, especially those new to Total War, should probably refrain from purchasing Rome II until they experience a different modern Total War title to avoid Rome II’s steep and somewhat ambiguous learning curve.
Rome: Total War
The third in Creative Assembly’s line of Total War games, Rome: Total War was hailed as a hallmark title in the series and one of the greatest games of its genre. Like it’s predecessors in the Total War line, Rome: Total War follows a formula of turn-based strategic gameplay where players manage a single faction’s cities, family members, and economic and military capacity to conquer a historical region of the world. In this case it is most of Europe, the Mediterranean, and the Middle East. These elements are backed up by, occasionally optional, real-time tactical battles where the armies raised and equipped in the strategic map are deployed to engage each other in a very well rendered battlefield with terrain and climate indicative of the region it represents (the Balkans in the winter are snowy and dark while Asia Minor shines with golds and greens in summer).
Rome: Total War is an example of fully comprehensive grand strategy done right. It achieves a very harmonious balance between the detail and sometimes drudgery of global economic and political management with the thrill and challenge of real-time tactical combat. These elements are also seamlessly blended together, with properly managed economics allowing for powerful units on the battlefield and successful military actions in real-time, such as holding a critical town from a superior foe, paying very high dividends on the strategic scale in allowing your other armies to concentrate elsewhere.
In the game’s main campaign the player takes control of a faction from the Classical period of Mediterranean history, which is initially one of the three fictitious but very colorful Roman sub-factions but eventually includes several of the other historical powers of the time such as Carthage, the Greek Cities, and Ptolemaic Egypt. The game clocks the passage of time through turns which divide a year between summer and winter with the game beginning in 270 BC and ending in 14 AD. In that time-frame the player must conquer 50 provinces (15 for a short campaign) and capture specific objectives such as Rome itself. Obviously military conquest is the only way to accomplish this, but a strong army can only be raised and maintained through effective economic, diplomatic, and cultural manipulation.
The entire world map is divided into provinces with a city representing the wealth and capacity of each province as well as the means to take control of that province. Cities generate wealth through agriculture, production, and commerce and serve as the training centers for military units and special agents like spies and diplomats. Cities grow in population based on their public order and local food productivity, eventually turning into metropolises which provide increased income and defense as well as unlocking the final tiers of production and economic buildings.
The player’s effect on their faction is represented through their faction’s family. The family is composed of male characters who serve as generals when on the march or in battle and governors when stationed inside the city. Generals come with powerful cavalry bodyguards and inspire their armies to fight more effectively when present, making your family a valuable asset in conquest. Additionally family members are born and die as the years pass making family management important. Promising heirs must be preserved from death and plague while incompetent administrators should be out of the city and on the march. If a faction’s family is wiped out the faction dies with it, their units becoming leaderless rebels.
The main campaign, which comes in short and long versions, is the primary element of single player in Rome: Total War and features all the elements of the Total War series. All playable factions are unlocked after the short or long campaign are completed as a Roman faction. These factions range in degrees of power and culture across Europe and the Mediterranean allowing for a wide degree of replay options. Although base-building and family management remain essentially the same among the factions, unit and building rosters, as well as the power and circumstances of neighbors, changes dramatically allowing new strategies to be employed and new enemies tested. Some of the most spectacular challenges can come to those factions farthest from Rome who will have to face the three Roman factions in the later game where their power is better represented.
Single player also offers historic battles where the player takes control of an army on one side of some of the famous battles in Classical history such as Hannibal’s more notable battles or the Roman defeats at Carrhae and the Teutoberg Forest. Single player and multiplayer also feature the custom battle option where a predetermined amount of funds is used by the player(s) to assemble and upgrade an army chosen from the unit roster of any faction in the game, including ones non-playable in the campaign. This only adds to the many options players have to enjoy the rich variety that Rome: Total War brings. Ambitious players can construct their own ‘custom campaigns’ by battling factions across the different regions represented by the custom map choices.
Without doubt Rome: Total War introduced new elements to the series and to a lesser degree the genre as a whole. Graphics moved from 2D to 3D, user interface was improved, and greater detail and control was added to the world. Players were given an increased degree of control over their faction family and unit command and maneuver on the battlefield was greatly improved; indeed many would argue that such tactical effectiveness among formations has yet to be equaled in another Total War game. Many changes that have appeared in later Total War titles such as real time naval combat, increased model detail among units, and more balance among factions might cast Rome: Total War as antiquated. However for all its shortcomings Rome: Total War outpaces its predecessors and successors in the combination of detail, simplicity, and enjoyment.
Author’s note: Rome: Total War has often been criticized for claiming to be historical but featuring many ahistorical aspects, the most notable of these being the three Roman families that together form the Roman faction. While it is true that many of these elements are fictitious it is important to remember that Rome: Total War is a war game designed to entertain, not a historical narrative designed to teach. Indeed many of the invented elements make the game more exciting by expanding the role of historically small, elite formations like the Spartan Hoplites into the military vanguard of a vast fictional empire. Additionally, and I might add on a level that has yet to be achieved by any other Total War game, the vivid coloration of the factions aids greatly in rapid identification of forces on the battlefield. Though not viable as a presentation in a history seminar Rome: Total War more than suffices for its intended purpose of thorough entertainment.
Total War: Shogun 2
Ever since the release of Total War: Medieval II Creative Assembly’s Total War series has been undergoing constant changes as experiments are conducted to increase the level of depth Total War games are able to provide. Total War: Shogun 2 has continued that development by departing from several notable aspects of the Total War genre; namely in its graphic design and technology development system.
It’s important to note that unlike other Total War games (with the exception of the original Total War: Shogun) Shogun 2 focuses solely on the islands of the Japanese homeland. Factions, units, and architecture are homogenous with alterations of existing units and different faction economics providing the only variation among playthroughs.
Shogun 2 covers the period of Japanese history called the Sengoku Jidai or Warring States period in which the central authority of the Ashikaga Shogunate collapsed allowing the many clans of Japan to make their own bids for regional and even national domination. Ten of those clans (increased to twelve with DLC) provide the playable factions that players can use to achieve dominion over feudal Japan. Each faction possesses a unique faction trait which provides a single economic benefit as well as benefits to a specific type of warfare that the faction specializes in. A few factions also emphasize alternative religious aspects providing unique challenges and opportunities when dealing with the other factions.
Analyzing Shogun 2’s campaign story is difficult for a variety of reasons. The backdrop of events is, for the most part, historically based and most of the starting characters among the factions actually existed (albeit sometimes in different roles). Additionally in Grand Strategy games, much like 4x games, the single player story is crafted for the most part by the player.
This blend of a simulated starting situation with personally crafted narratives creates a situation where the game’s ‘story’ as it were is quite often only as developed as the player is willing to invest in it. Yes, characters like your generals develop certain traits that can distinguish them from others in the same role, yet how much these transform from numbers and stats in the game to living personalities is dependent mostly on the player’s immersion in the game. This immersion is facilitated primarily by the introductory video of each faction which displays the faction’s strengths in practical terms and also introduces potential enemy factions in the surrounding area. The motivational speeches given by generals at the start of the RTS style battles also provide flavor, with specific references to the general’s status in the faction as well as the nature of the foe.
Shogun 2 is the first Total War game to offer multiplayer co-op. Players take turns in sequence with the host serving as first player. Mercifully players are able to manage their cities, unit production, and tech research during another player’s turn. Co-op is shared victory for the players and during real-time battles the currently active player can gift units to the other player for the duration of the battle providing a unique cooperative combat experience. Interaction between players is heavily integrated and de-synchronization can slow down play; however recent patching has largely removed any performance issues.
If there was a weakness in Shogun 2 it would be the homogeneous nature of the setting. Naturally nothing more than Japanese factions fighting over the Japanese mainland should be expected from a game of this nature and focus. The narrowed focus also keeps the central importance of the office of Shogunate, the campaign’s principle objective, as the single motivated factor and ultimate goal for the player. Yet the similarities in faction builds, units, and for the most part religion gives play-throughs a depreciating factor of enjoyment. This aspect presents Shogun 2’s novel co-op multiplayer as the primary factor for enjoying additional playthroughs once players have mastered Japan two or three times.
Overall Total War: Shogun 2 is an excellent showcase for the changes and improvements that Creative Assembly is applying to its venerable series. It also provides a marvelous historical overview of Japan’s history during this period. It shouldn’t be considered a sequel so much as a remake to the original Total War: Shogun. It may not possess the geographic and historical scope of most Total War titles but is still a welcome and necessary, as gaming technology improves, addition to any Total War library.