Friday, August 14, 2015

Total War: WARHAMMER – The Battle of Black Fire Pass Developer Walkthrough

This spectacular scripted battle taken from pre-alpha game code, formed the basis for this year’s Total War: WARHAMMER E3 press demo and depicts a mighty clash between the forces of the Empire led by Emperor Karl Franz and a Greenskin horde led by Orc Warboss Grimgor Ironhide. This full and unedited capture of the demo, accompanied by developer commentary, offers an early glimpse at some of the fantastical battlefield units, spells, war machines, and monstrous creatures that will appear in the final game.

The Battle of Black Fire Pass will feature in Total War: WARHAMMER as a Quest Battle, available specifically to Karl Franz, and is just one of the many unique missions you can undertake as you progress through the Grand Campaign.

Sunday, July 19, 2015

Total War: Warhammer Gets More Details About Emperor Karl Franz

The first gameplay trailer for Total War: Warhammer is supposed to arrive in less than 24 hours, and in the meantime, the development team at The Creative Assembly and publisher SEGA are offering more information about one of the major characters of the strategy game, Karl Franz the Legendary Lord.

The Emperor has managed to mostly unite the small human principalities that make up the Empire and seems determined to prove that his forces can overcome the threats around it to dominate the fantasy world.

The Creative Assembly states on the official forums that "Soaring aloft on Deathclaw, most ferocious of the Imperial Griffons, and wielding Ghal Maraz, the fabled hammer once held by Sigmar himself, Karl Franz inspires the men he leads to feats of courage and heroism. A military genius and the greatest statesmen the Old World has ever seen, he is the Empire’s greatest hope for survival in a brutal, war-torn world."

Karl Franz is one of the few Legendary Lords in Total War: Warhammer, which means that his special abilities are very powerful and he can wield magic items that no other units can use.
Narrative quest chains are associated with each of his weapons and armors in the Grand Campaign of the title, with a massive battle required to secure them from enemy forces and increase the power of the Empire.

Total War: Warhammer will also feature lower lords

Presumably, each of the factions included in the strategy game will have access to a limited number of Legendary Lords, and most of the armies featured will be led by lesser generals.

They will also have skill trees and solid strategic abilities but will never be able to control the battlefield as their more powerful superior can.

Total War: Warhammer will use the fantasy universe created by Games Workshop to deliver a new take on the classic mechanics of the series.

The Creative Assembly has promised both sandbox modes and a narrative-driven Grand Campaign.
Each of the included races will have different ways to recruit armies and to develop their holdings, and the tactical battles will offer more variety, with asymmetric units and a wide range of magic powers that can turn the tide of combat if they are deployed correctly.

Total War: Warhammer will be offered on the PC and does not yet have a launch window.

Total War: WARHAMMER - In-Engine Trailer: Karl Franz of the Empire [ESRB]



Published on Jul 17, 2015
This release is the first in a series of cinematic trailers rendered in-engine, that will introduce the Legendary Lords of Total War: WARHAMMER.

These renowned characters from the Warhammer Fantasy Battles world can be selected in-game to lead the charge of conquest. Each has a unique range of special abilities, weapons, armour, mounts and their own distinct narrative quest chain.

In this trailer we meet Emperor Karl Franz, the revered leader of the Empire, as he rallies his army of men and deadly imperial artillery in a famed battle against a ravening horde of ferocious Greenskins.

The Battle of Black Fire Pass is one of Karl Franz’ unique quest battles in Total War: WARHAMMER, and also formed the basis for this year’s E3 demo. You’ll be able to watch the battle in its entirety, along with a developer walkthrough in just two weeks’ time on Thursday 30th July.

Sunday, July 5, 2015

The setting-Age of Sigmar


When the Old World was destroyed during the End Times, Sigmar clung to the core of the world and escaped the Chaos somehow. On his journey, he met the Great Drake Dracothion, who showed him the way to the Mortal Realms, and the Age of Myth began. It's a world made up of eight realms/sub-worlds, each one aligned to one of the eight winds of magic, connected by so-called realm gates.

There he ruled along with the other gods, mentioned are Gorkamork, Tyrion and Grungnir. But as the gods eventually became at strife, Chaos gained a footprint in the Mortal Realms, and enslaved all the sub-worlds except for Azyr, the Celestial Realm. There Sigmar barricaded himself with the refugees of the Old World, rallying his strength in its capital Azyrheim. He created the Stormhost Eternals, warriors filled to the brim with the holy magic of heaven. Immortal and of super-human strength and build, they are clad in armour of Sigmarite and capable of shooting lighting bolts with their magical weapons. His army of Eternals is said to be vast, and now the time has come to free the other realms from Chaos once and for all.

Of the other races, little is known yet. There are four great alliances.

Order – Sigmar and his forces, the Duardin (Dwarfs), the mercenary Red Slayers (Dwarf Slayers?), Aelfs (Elves) and the mysterious Seraphon (Lizardmen?). Empire and Brettonia are not mentioned, apart from the "refugees of the Old World" wink before.

Chaos – Warriors and Daemons of Chaos, as well as "brayheards" (Beastmen) and Skaven.

Death – Deathrattlers and Deathwalkers are mentioned (Skeleton Warriors and Zombies?), as well as Soulblight Vampires and Nagash himself.

Destruction – Orruks (Orcs), Grots (Goblins) and Ogors (Ogres), also hints about all sorts of other beasties.

Age of Sigmar Post Test Game Thoughts - Warhammer

Games Workshop Reinvents Warhammer

by on July 04, 2015

Warhammer has always had an imposing barrier to entry. The long-running miniatures property has been around since the early 1980s, with a seemingly endless flow of new figures, rules, and lore to comprehend. And yet, the quality of those intricate figures and the strength of a thoughtfully fostered community of gamers has kept the franchise alive for decades, broadening out into novels, video games, and more. At Games Workshop, after all these years, the game’s creators recently took a dramatic step, destroying the very world the game is based on. I recently visited with Games Workshop to learn what comes next, and the ways in which Warhammer is seeing its biggest reinvention ever in the Age of Sigmar.

I have a special perspective on Warhammer, but not one that is unique. As a longtime video game and tabletop game player, I’ve brushed against knowledge of Warhammer for years, but I’ve never fully embraced the title. I play other miniature-based experiences, and I’ve had my fair share of time running around in video game versions of the Warhammer universe. But like many fellow gamers, Warhammer has always seemed prohibitive. The long history of the fiction seems convoluted, the rules require a deep dedication, and the craft involved in preparing and painting the unpainted models is incredibly time and money intensive.

Games Workshop has a big challenge in front of it if it hopes to draw in players like myself, while simultaneously maintaining the enthusiasm of its devoted community of fans. The studio’s proposed solution is on the way later this month, with pre-orders opening today. Warhammer: Age of Sigmar represents the biggest fundamental change to the fantasy miniatures wargame that its creators have ever attempted.

While Age of Sigmar is a fresh jumping on point, it has its roots in the game’s most recent major storyline, The End Times. Within novels and game supplements, and over the course of many months, Games Workshop unfolded the apocalypse of its own world. Massive armies collided, magic was unleashed, and in the end, the Warhammer world was utterly destroyed.

In the wake of that conflagration, the energies unleashed produce the beginnings of a new universe. Eight mortal realms emerged, interconnected by a series of gates, as well as a ninth realm of chaos. The forces of Chaos in this new universe once again began their assault, and eventually overtook much of the mortal realms. The re-emergent god, Sigmar, withdrew into a signal celestial realm to consolidate his forces, and from here, he plans to strike back at Chaos and retake the realms.
Right from the start, the storyline of Age of Sigmar turns expectations around. Traditionally, the invading forces of Chaos must be repelled by the “good guys.” In the new game, Sigmar sends forth armies of newly forged immortal heroes, drawn from the detritus of the conquered realms, and aims to retake ground held by the rampaging forces of Chaos. The storyline is built to be an easy-to-understand story for newcomers, but one that draws on the old fiction, heroes, and gods for longtime players.

Perhaps more importantly, Age of Sigmar represents Games Workshop’s goal to tell a more robust ongoing story. Sigmar’s initial assault sends his army of Stormcast Eternals down to retake the Realm of Fire from the Khorne Bloodbound army. From this starting conflict, Games Workshop hopes to unfold an evolving tale with greater narrative direction and depth than they’ve previously included. In fact, I’m told that the first full year of storylines is already clearly planned out.

As a longtime member of various fan communities, I recognize the challenge that Games Workshop faces in attempting such a broad-reaching reinvention of its signature property. As a rule, established fans are suspicious of change, and they are often even more wary if that change is a move towards what seems like simplification. As an outside observer to the devoted Warhammer fan community, I can’t speak to whether Age of Sigmar maintains what fans love about the franchise. But my perspective also tells me that this is the first time in a long time that I feel like I could join in on the fun and share in the hobby. Moreover, the new game seems tactically engaging, narrative-rich, and visually striking. I’m thrilled to see Games Workshop take such a brave leap; now it only remains to be seen whether its community will also make the jump.

READ MORE

 

Friday, June 26, 2015

Total War: Warhammer's battle designer on blood and badass magic

Wes Fenlon

On the final day of E3, I had a chance to watch one of the show’s most exciting demos: a scripted run-through of a Total War: Warhammer battle. Orc shamans called down giant comets to crush whole units of troops. Giants stomped across the battlefield. Goblins rode on spindly war spiders. The battle was just a taste of the whole Warhammer package—I didn’t get to see any of the world map strategy layer or skill trees or politics—but Warhammer is first and foremost about battles, and these battles look like a blast.

After the demo, I chatted with Creative Assembly’s Simon Mann, Total War: Warhammer’s battle designer. It was the most enthusiastic conversation I’ve had about orcs since my days of memorizing every bit of lore in Blizzard’s Warcraft II manuals.

PCG: So, we just got to see the demo and the first question I asked, which maybe you can’t answer, is where’s all the blood?

Simon Mann, battle designer: I mean, it’s been quite traditional in previous Total War games that we don’t strictly release with all the blood and gore in there, and it’s largely age ratings. It’s something we always explore and we’re always looking into, but I think you’ll find it will be similar to the previous Total Wars, where it’s something that's an option and it's something that you’re able to bring into the game.

PCG: I was trying to remember, because I’ve played a lot of Shogun and a lot of Rome, and I thought that was in there by default, but maybe it’s a thing I’ve always check-boxed.

Mann: Actually, it was a pack that you would download, so you get the blood and gore DLC packs like in Rome 2 and Shogun 2.

PCG: Clearly, it’s just instinct for me.

Mann: I think you just got it straight away and went, ‘Yeaaaaah!’

PCG: I just want to see the gladiators just chopping dudes’ heads off.
 
Mann: I find it more fun, I have to [turn it on].

PCG: So, what we saw looked great. I loved all the animation that he mentioned had to all be hand-done, because you can’t mo-cap a giant spider and stuff like that.

Mann: No, they’re really, really tempermental to mo-cap. 

PCG: It seemed like there's a pretty big variety of units.

Mann: It’s huge! I mean, seriously, you look at previous Total War titles and it’s very much man versus man. Even though different factions would be quite unique themselves, you’ve still got a lot of commonality between them for the unit types that you would see in battle. Now, that commonality is gone. The Warhammer world embraces the differences between all the units. You look at the models and all things are different shapes and sizes and styles. We’ve really been trying to bring that to life in the game and literally the amount of animations that’s required, the amount of new animation skeletons—the skeletal rigs for the different creatures—all new in ways that we’ve never done before. As you said, an eight legged spider, that’s not something we’ve ever done before.

PCG: What are the factions that are going to be in the game?
 
Mann: So the four races that we have available in the tentpole release are going to be the Vampire Counts, the Dwarves, the Greenskins, and the Empire. This is the start of a trilogy for us, so this is the first game and there’s going to be two more expansions. The idea is that they’re all standalone, but you can kind of bring them all together, so if you own all three it’ll be increasing the size of the world, the races you get, and things like that. And we’re also going to be releasing DLCs and free DLCs to come along with it. We started small so we can concentrate, and as you saw the amount of detail and work we’ve gone into with each of these races basically means, with these four, we can give them that depth, that kind of attention, but then as we continue we’ll expand out and get larger.

READ MORE