Four powerful armies - Empire, Chaos, Skaven and High Elves - along with other "dogs of war" including Orcs, Dwarfs, Vampires and Goblins, clash amidst breathtaking scenery in an epic battle for land and power.
Saturday, May 21, 2016
Gameplanet Review: Total War: Warhammer
In the beginning, there was war. So says Sigmar Heldenhammer, the patron god of the humans in the Warhammer
universe. So too says Creative Assembly, which since the year 2000 has
been revolutionising war gaming on PC gamer’s screens. Merging tabletop
gaming’s most iconic franchise with the inventor of the battle simulator
genre was an inspired decision. But it was not a surefire one. Warhammer and Total War share many obvious similarities, but also they also have crucial differences. Exposing Total War to the myth and majesty of the Warhammer
world offers hardcore fans something new and exciting, but it also
misses a golden opportunity to fix some of the systematic problems
plaguing the series as a whole, and the opportunity to push the game’s
real time battles in a more radical and inventive direction.
Total War: Warhammer fits the Total War mold. It is two games in one; a turn based meta-strategy game – in the tradition of Civilization or Crusader Kings
– and a real time battle simulator, where you physically control the
units and characters in your armies in order to outsmart, outwit and
ultimately crush your foes. It’s a format that’s worked incredibly well
for Total War’s previous incarnations as historical epics. But
Creative Assembly was rapidly running out of history books to build
their games around. Turning to Warhammer was a welcome move.
Bringing in new characters, new threats, and new armies injects new life
into a series that was starting to flag. But it is also locates a Total War
game, for the first time, wholly in the realm of fiction, pushing the
series further away from the realism that is its raison d'ĂȘtre.
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