Two thousand, a lizard man, and a genetically engineered rat among them who will first enter the magical tornado. This is not the beginning of a plank joke, but it is a pretty accurate description of the new title in the Creative Commons Total War series. The second part of the company’s warhammer trilogy devotes itself to a woven narrative structure as a series of chapters within the freedom granted by a great strategy game, resulting in a close and tense race on whose scales the fate of the entire new world. The main battle in the history of Warhammer was the invasion of the forces of chaos a long time ago, an invasion that threatened to destroy all the races of the world alike. But at the moment of despair of the great elves, the great sorcerer of their generation, Calder of the Dragons, helped to create the Vortex. This magical vortex draws the superfluous power of the world and takes care to keep the chaos out of the world. Our story would end here, but a robbery and a break, the two-tailed meteor wanders through the sky and weakens Caldor’s work. The elves want to save their creation and restore order to the world. The lizards think similarly but believe that they have been given the right path to salvation. The dark elves recognize an opportunity to strike at the hearts of their enemies and carry out their revenge, and let us not forget the vast rat battalions emerging from the ruins of the world with Their own agendas. The player must choose a nation from one of the races and go to war over the fate of the Vortex.
The story that accompanies the main battle of the game is relatively simple to understand but with its help Creative Assembly has built a challenging game from start to finish, one that at any moment can turn upside down for the benefit or disadvantage of the player. It actually serves as an excuse? To strike the player with blows that were normally unqualified in a strategy game. The basic mechanics built around the story are the five rituals each nation must perform in order to establish control over the Vortex. In order to perform these rituals, a large quantity of another resource, whose name varies from race to race, must be collected but its function remains the same. This resource is collected from the communities under your control and from various missions that you will complete during the game. There are cities that give a very large amount of resource and as a result drag many wars between the different races. Once you have gathered enough resources, three of the most powerful cities will combine the power of their sorcerers to perform the ceremony, and from this moment the mess is celebrating. The ceremony demands me very energetically, and therefore the more you go to the ceremonies, the more Chaos soldiers are able to blend into the world with a central priority: to destroy the day. These armies will descend upon you, with a safe distance at first but then in the heart of your kingdom with the aim of destroying at least one of the participating cities. If they succeed, and you will not be able to take over the city again until the end of the ceremony, it will fail.
In addition to the invasion of chaos, it is quite possible that your national opponents will also have something to say about your rituals. Each of the four nations in the race is capable of launching a small, medium, or large army of intervention in order to sabotage the ceremonial efforts of another nation. This army, which lands most comfortably on the outskirts of the capital of the target nation, is another obstacle to success. It is time to praise the developers for success on two fronts where previous games in the series were very difficult: the end of the game and artificial intelligence. Traditionally, strategy giants from Civilization to Europa Universalis have had trouble producing consistent stress and challenge throughout the game. There was always a point of no return from which the game could not be lost, and all that was left was for the player to spend time on the way to the inevitable conquest of everyone standing in front of him. By diverting the focus from occupation as a supreme goal, the game succeeds in creating a situation in which a small kingdom with certain strategic assets can overcome an empire that is too stretched out and unable to defend against specific terrorist attacks. In fact, my battle as the Supreme Alps I had won from a position of inferiority in the face of the dark Alps, whose size had been a hindrance. Artificial intelligence is a known weakness in previous Total War games. In this title, too, the computer does not operate as Alexander on the battlefield or as a Machiavelli in diplomatic talks, but it is evident that the central nations, which compete directly against the actor for control of Vortex, conduct themselves in a challenging manner,.
Movements such as confederation , the acquisition of an army of intervention and direct invasion were not only my domain but tools in a world-wide war in which all sides were very close to victory. An important detail is that all these nations not only survived but thrived during the game, reinforcing their leaders’ image as the most powerful of their kind. The only element that detracted from the sense of challenge and risk was the final battle , which did not set a hurdle high enough to provide a worthy ending chord for the previous struggle. This is a minor flaw in a campaign that can be unhesitatingly defined as one of the best in series history and an important lesson not only for Creative Assembly in building a difficulty curve throughout a strategy game. Beyond the main preoccupation with the magic tornado, there are several new elements that have been added to the main campaign: Taxions (try to translate rite and ritual into different words?. ): Unlike the ceremonies performed by nations in order to establish control over the Vortex, each nation is capable of performing four? . From the moment it was activated by paying a sum of money, all the taxon? This gives certain bonuses to several theories. Unfortunately, the use of this mechanics was limited to me in very specific situations and it seems that this is more of an experiment that may have more mature fruits will be harvested in the future. but! Is there one breed out of the four who has been enjoying the Texans? Let us return to the subject below. Treasure Hunt: Lords can now search for lost treasures in ruined cities or shipwrecks at sea.
It’s a distraction that breaks the routine of walking or long-distance cruising with a touch of story to make the moment interesting. Rogue armies: In a word, a nuisance. In two words, a little nuisance. Rogue armies are small and neutral forces that appear occasionally in the game world. This is usually a unique composition of units, not necessarily of the same race, which seeks in its parasitism that it is great to conquer a national home . These forces can sometimes be sent against your enemies by the wonders of diplomacy, but the simplest and safest treatment is to crush them before they grow into a more serious problem. Separation of powers: Unlike the first game, in which the Chief Lords of the same race belonged to the same nation, this time each Lord receives his own mission elsewhere in the world which multiplies actually the number of nations with the game exit. Character characteristics: Although this is not a completely new element, but a change has been made in the system that has already been tried in the free expansion of the nations of Bartonia for the first game. Many features now have a positive and negative measure that is affected by character actions. Example scenario: After the famous lizard general Dean Ozauer won several offensive battles, he earned the feature?.
If it continues to win, this feature will gradually become better, but if it fails in the future, it will become negative. This is a nice addition that encourages the professionalism of figures in certain roles. Along with all the improvements mentioned above, it should be noted that two areas of the game are still compared to an arid desert of creativity and innovation in design: the system of diplomacy and the research system. Let’s begin with the art of persuasion and compromise, diplomacy. It is a pity that the diplomatic system in the game does not require, and in fact does not allow neither persuasion nor compromise. There were no new options for dialogue between nations, and what is currently just not enough in 2017 . Any comparison to games such as the Europa Universalis IV is just as embarrassing as comparing the battle system there to that in Total War. It can not be that there are almost no consequences for breaking agreements, that there is no way to improve relations with nations directly , that there is no meaning to abandoning war after you were raised to join it and the paper is short of containing all the shortcomings that make Donald Trump ‘ I did not enter into politics is a consensus). The research system is archaic, but unfortunately this is a problem that involves a genre. I have not come across a familiar strategy game that has broken the paradigm of: Select technology from a graph.
Please wait a predetermined period. This is a revolting process that has nothing to do with the reality of research and development, processes that are unpredictable and dependent on long-term investment in research and education infrastructures. The need is the father of invention? Plato, who was apparently shocked to discover that there was no connection between the player’s actions and the progress of his kingdom, and the discoveries and inventions that came his way. I have stopped mentioning that it does not make sense for a country leader to concentrate all the research power on a single project, or to question the need for a technology system in a fantasy game whose origins do not mention such a development. I turn to all the developers of the strategy excitedly, stop this indecent practice and turn to another, new, logical and refreshing way. In summary, the total campaign of Total War Warhammer II has a great success inherited from previous games in the series, successfully builds a story and a thrilling race but still suffers from some less glamorous aspects of the exact same inheritance. The world of game and races In the first game we won the fight on the old world areas of Warhammer universe, a sort of fantastic processing for Europe and North Africa. Now that we’ve crossed the ocean, it’s time to fight for the New World. The New World consists of four continents: Nagars? , Lestria , South America , and Otte Van . As each continent can be expected to have a different geographical character that corresponds to the nature of the race that controls it.
This variety allows the player to enjoy unique combat fields in their design, which give a different feeling according to the situation you are in. In addition to visual richness, the various continents present climatic conditions for certain races. For example, tropical jungle is an ideal breeding environment for lizards and at the same time real estate is not particularly attractive for thousands. The climate system replaces the limitation of occupation from the first game, which was not accepted by both players and critics. Now each race can occupy any city, but depending on the climate in which there may be problems of settlement such as a more angry population and longer building times. This compromise opens up new strategic possibilities over the first game and simultaneously pushes the player away from areas that traditionally should not be part of his kingdom. The problem is that on the map the communities do not bother to change their shape, which somewhat blurs the sense of belonging to cities with a suitable climate. Before moving to the new races, it should be noted that all the first game races exist in the new game as minor nations and it is quite possible to solve the immortal question: Who will win the battle between Hydra, Dragon and Griffin. Van is the traditional home of the Great Alps, an ancient and powerful race that rests on two central pillars: military power and dirty politics. The Alps boast a professional and organized army equipped for every situation on the battlefield.
An experienced tactician will be able to enjoy the spearheads standing in front of a flood of enemies, armored arcades and armed with close combat, and a collection of mythical wingers who terrorize the battlefield. These units can be combined into a variety of combat programs, whether offensive or defensive. The less glittering side of the Alps is the endless yard fights. These struggles force the player to intervene regularly in court matters and choose between achieving influence and using it for the benefit of the kingdom. The accumulated impact during these events can be used to recruit more talented lords at your service . Another, much more despicable use of influence is a special complement to the diplomatic system. This extension allows the thousands to use their slippery tongue to positively or negatively affect the relations between every two recognized nations. The result is that for the first time in the Total War series there is a structured way to influence the diplomatic mood without slaughtering thousands of soldiers on the way. It is not enough to save the old system from my anger, but it provides plenty of opportunity to change the balance of power and move forward peacefully . At the top of the Alps are the Tirion brothers and Taclis.
The first is not a high-altitude politician, but a patriotic warrior who guards day and night against the darkness of the dark Alps. The second expedited his steps to the continent of Styria following the Vortex debacle where he fought the lizardmen as head of the sorcerers. The dark Alps on the Nagar continent? Led by their Lord, King of the Malacca Wizards? . In the distant past, this scoundrel belonged to the noble elves, but after murdering their king to sit on his own throne, he was extinguished from the sacred flames and was treated by his mother, Muratie . Since then, he has sworn to avenge himself on the inhabitants of Thule. The Dark Alves have no moral reputation to defend it, and therefore their unique mechanics is slave trade. After each victory in the battle, it is possible to enslave the prisoners and disperse them among the cities of the kingdom. These slaves increase the economic power of the cities but harm public order. In addition, the slaves can be brought up as victims and thus run the Texans, making them a much more attractive option. Another mechanics associated with the morals of the Dark Alps is the loyalty index of generals.
As long as you want the leaders of your armies by recruiting soldiers, completing missions, giving magical objects and winning battles of loyalty will not be in doubt. But if you fail and show weakness, the loyalty index drops and when it reaches zero, the general in question will take his army and rebel in an attempt to establish a new nation at the expense of your territory. A major strategic asset in the Dark Alps Authority is “gloomy boxes” – in fact, floating settlements through which soldiers can be recruited and even provide artillery support to land forces. The gloomy boxes turn the dark Alps into experts in amphibious invasions, reinforcing them as a constant threat to the continent, and an excellent example of the kind of benefits that give a game of fantastic background to historical background even more than the use of dragons or trolls because of the strategic change they generate. On the battlefield, the dark Alps were blessed with a skeleton somewhat like that of their superior brothers, but as you advance to the elite units you can see the preference of offensive units that cause physical and psychological damage to the enemy. A central contrast between the Alpine trunks is the fighting ability throughout the battle. While thousands of nobles feel great as long as the structure of the unit is preserved, the Dark Apple is at its peak after witnessing the bloodshed around it . This mechanism forces a general to schedule his actions well and engineer a multi-casualty battle in which the decisive blow sends his entire army to a bloodthirsty craze. Far from the power struggles of the elves lay in the pyramids of the Latta, the blood. These hybrids derive their style from the ancient empires of South and Central America, such as the Aztecs and the Maya.
Their army is divided into three factions: Soros, Skink and pseudo-dinosaurs. The Soros fighters are the main muscle of the army, the lizard and aggressive people who specialize in fighting face to face. Armed with clubs, spears and shields, they serve as the spearhead of any well-organized army. They are followed by the Skink fighters, weaker than the Soros but also more agile. They specialize in medium-range weapons such as a javelin and a pipe. Their natural place lies behind the main line and can cause great damage through the wings. Finally, there are what I called pseudo-dinosaurs, giant reptiles used as cavalry and as independent fighting bodies. These are naturally armored units capable of breaking enemy lines with relative ease. Given this variety of units, it is easy to understand why the tactics favored by lizards are an attack in one powerful wave. Sometimes the animal instincts of the lizard are their weak point because the cold blood does not translate coldly and they tend to lose control during combat, making them a burden for a commander who prefers obedient soldiers. Outside the battlefield, lizard people pride themselves on the geometric grid, a system that connects the communities of the kingdom with ancient energy that can be harnessed to make cities and villages more efficient.
The more nodes you connect to your network, the more power you will be able to harness through the orders you make in the districts . The leader of the lizard is the occasional wizard, who dominates the counties of Lestria and looks for a way to stabilize the Vortex. In addition, there is a krug-ger, who leads an occasional lizard expedition to the southern countries to cleanse them from the skaiben rats. It seems that the experience of the lizard’s campaign is built more on their aesthetic uniqueness than on innovative play mechanisms and this is not said to their duty. After all, how much can you make the experience of controlling the army of dinosaurs more exciting? The fourth nation was saved by the Creative Assembly in the Secret? , long after the discovery of the other three nations. The simple reason is that no one in the New World really believed in its existence. Little by little, rumors began to circulate in the ruins of the cities of Lestria and the countries of the South, for this was the seat of the skaiben, who threatened to cover the world with the shadow of the scourge of vermin?. Perhaps these despicable creatures justify animal rights organizations, they are the result of rats with too many chemistry classes. The skaiben are like an epidemic for all intents and purposes, they charge like germs on their enemies, destroy their cities and continue to the next wretched victim. This behavior is the basis of the game with this nation and its unique food system.
As a nation of Skaiven you will have a limited supply of food to maintain your cities and armies, and few other means to produce it on a regular basis. The advantage of genetically modified rats is that they are not particularly choosy, so as long as you can fight as much as possible, you will have plenty of food. With this abundance of food you will be able to establish larger settlements among the ruins of your enemies’ homes without investing time and effort. The main challenge for skaiben beyond maintaining food supplies is to preserve their existing assets. Rats and their helpers are not considered ideal rulers and after a while your ruin settlements will become corrupt, and you will have to invest time and resources in removing the decay you created . The advantage of these settlements is that they are hidden from other races, which will be less likely to attack you because of their inability to find you. On the battlefield, the Skibben armies rely on extreme numerical superiority. Already at an early stage of the campaign, they outnumber their opponents by several times. But quantity does not indicate quality, and most rats are at most armed spawn and at least cannon fodder. Only after significant progress in accumulating resources and food can more exotic units be mobilized, such as mouse-trolls, gas injectors , and a murderous hamster wheel.
In conclusion, the world of the game of Total War Warhammer II draws a wide variety of elements from the source letters and allows a fascinating game experience with four races that look and behave quite differently on the battle map and battlefield. The Battle System The highlight of every game in the Total War series has always been the battles. There was no competing game that managed to revive the battles of thousands of soldiers from the tactical point of view so convincingly. With the entry into the Warhammer trilogy, the engine of the battle underwent a major overhaul , which enabled some of its less successful aspects to be fixed on titles like Rome II and Attila to realize their full potential. Animations The killings that forced soldiers to fight only in certain forms and damaged the effectiveness of a numerical advantage have been removed in favor of a simplified and more streamlined animation system. Unfortunately, the collision physics of units is not fully realized, which means that a unit can not repel another unit, but this is understandable given Warhammer’s source as a miniatures game in which this element does not exist. Warhammer’s significant strength compared to previous games in the series is the variety of units that are fundamentally different from each other and regularly break the traditional relationship between cavalry, infantry, and archery. Investing in models and animations of massive creatures such as dragons and dinosaurs is evident and provides a desirable energy injection for any battle in which they are present. One of the necessary additions to prevent the battle was sorcery. In the primordial primaries it seemed that each battle would be decided when a meteor would land without warning at exactly the right spot and cause irreversible damage.
In practice, the magic system is an interesting plugin that can be completely ignored or adopted as an integral part of the battle plan. Magic winds? are given in a fixed manner, there are clear warning signs during the imposition of spell and tolerable damage. Some of the characters in Warhammer II are known as even more powerful wizards than those we met in the Old World, so some of the magic is stronger but still. Keep in mind that magicians do not get along very well face-to-face, which balances the equation and allows the player to enjoy a tactical depth that includes fantastic elements. The user interface is in the best position for years, the unit cards display detailed and ongoing information, alerts on clear and unobtrusive units, and you can customize using a collapsible side menu a wide variety of options. With the click of a single button you can remove everything and turn to cinematic mode in order to maximize the enjoyment of the moments when the battle is in your favor. There is no doubt that significant lessons have been learned since Rome II on this level and the result is maximum information and control with minimal effort. Siege battles are also a sensitive point in this game. In the titles that preceded the warhammer, the battle maps were entire cities that could be attacked in any direction, whether they were fortified cities or not. The climax came in Rome II and Atilla, which featured the most detailed cities in the series and were used for massive battles .
A significant and controversial change presented in the previous game and will probably remain at least for the rest of the trilogy is reducing the size of these battles. Now a fortified city can be attacked only from one direction, its wall towers dominate the whole map , and all that remains is to storm quickly and pray that there will be enough people left to fight for the wall. On the one hand, it is a sad abstraction of one of the strongest aspects of the recent historical titles, but there are also advantages. Most importantly, artificial intelligence works great with this type of battle, and given an appropriate army your electronic rival will be able to earn some victories against you without completing a doctorate with Julius Caesar. The ease with which a small group of defenders uses the towers to inflict severe losses will cause each player to think twice before embarking on the assault on a fortified city, which ensures slower expansion. Attacking unfortified cities will result in an ordinary field battle, usually on a map with a slight advantage to the shield. This decision is similar in its results to the change in the siege battles. Although it is easier to conquer cities but equally easy to lose, which pushes the player to build fortifications and expand his kingdom patiently so that he can protect her. The old trick of recruiting a small army to reinforce a city is not really relevant because you pay a fine for the soldiers’ salaries for every additional army you have, so you have to really try to establish stable borders. A minor innovation that affects mainly the Upper Alps is a new type of city called Gate Cities?.
These cities, located between the ridges of the cities of Ullthoven, are the result of long-standing defense against external threats. Because of their location, it is impossible to build a siege vessel before the onslaught and the garrisons are much stronger than ordinary cities, making them a nightmare for both intruders and ambitious elites. The main innovation that comes to war in Warhammer II is military capabilities?. From now on, in addition to the special abilities and sorcery of lords and heroes, armies have their own abilities. As of this writing, this is a very limited element outside the control of the player and is determined mainly by the context in which the battle is played. If this is a regular field battle, every nation has one military capability, and in battles, the rate of this ability varies. The lone lizard is the only exception, because Texon must be used to use their military capability. For skaiben, military ability is a godsend, as it allows them to summon several rat units straight out of the ground. These underground reinforcements can be used as a force from a wing, as reinforcements for a fragile line, and as a barrier to fleeing units, all suddenly. Marine battles are not part of the game, following a veto by Games Workshop, owner of the Warhammer franchise.
Unlike the first game, this is a significant problem given that large parts of the map are covered with water. Any collision at sea will be decided automatically, using the old mechanism and the popular punching bag of critics because of repeated claims of injustice to one side or another. It’s hard to criticize Creative Assembly in this case, given the franchise policy, and it’s a pity they have not had the opportunity to refine this state of play. A new addition-old to multi-participant mode is FFA fights. In keeping with the mood of the game as a four-race, Creative Assembly decided to revive this type of battle that disappeared after Medieval II. This game mode allows four players to fight each other, with the winner determined by scoring according to the amount of damage caused by his opponents. There is a significant chunk of the community of actors actively participating in multi-player battles, and I welcome this addition, but for me without the context provided by the main campaign there is no point in these demonstrations of power. Since Shogun 2 no real attempt has been made to introduce additional elements that will complicate the game experience with other players. In conclusion, Total War Warhammer II is based on the well-proven formula in the previous game, adds a little spice to sharpen the taste, and allows the player to dive straight into challenging, colorful battles featuring a carnival of fantastic creatures fluttering and splashing each other,. Sound graphics performance The game has not progressed much, which is understandable.
Overall, a year and a half has passed since the previous game was released and it must be taken into account that they share the same game engine . It’s a little complicated to compare against other games in view of the uniqueness of the Total War series, but you can say with confidence that despite the monstrous scale of the battles,. Models of detailed and varied soldiers, bullets and arrows look great, special emphasis is placed on vegetation, and in general the trend is polishing within the framework of the existing engine. The status quo is maintained more or less in the performance sector, a very difficult part to quantify considering the number of possible situations. On my pet computer with the i7 6700k and gtx 1080ti and at 2560 x 1440 resolution the game travels most of the time between 45 and 60 frames per second, with falls into less comfortable areas at intense moments. During more than 30 hours of play, one collapse was caused to the workman, several crashes during a cooperative campaign and several lighting failures. In general, and based on the impressions from the Steam reviews, in addition to my personal experience, it seems that the launch of the game went smoothly and without significant mishaps. A positive change took place in aesthetics, the range of colors constantly changing the player’s eyes expanded significantly due to more varied environments and the new armies in the game. The rainforest of Lestria, for example, is full of life compared to the gloomy forests of the Alps from the previous game, and their inhabitants wear colorful feathers and hold exotic weapons. The game map is rich in small details and the continents are different from Sderot character through beauty.
The lack of bloodshed in the game is ridiculous, especially given the arsenal available to the participants, but at least the expansion? Will be free for its counterpart from the first game. The story of the game is told by high-quality animation films that enliven the main characters in full dubbing and connect the player to the central points in the story. The annoying old man who accompanied the journey in the previous game was pushed aside, and no one would shed a tear to say the least. The colorfulness that characterizes the rest of the game contributes to its share and matches the nature of the scenes and the participants, and the dubbing will not win any prizes, but it conveys quite well the emotions of the characters. The soundtrack does its work faithfully, but it will not be remembered for generations. It creates a slightly tense atmosphere when the player is at a strategic point of view and rises to an epic scale during battles. Much more impressive work was invested in sound effects. The skirmishes of the soldiers provide a symphony of swordsmanship and shouts, with arrows whistling overhead and the cavalry galloping. It is worth noting the comic dialogue between the skaiben rats who constantly weigh when the moment comes to flee. Total War Warhammer II can boast an impressive visuals that elevate the experience of the game along with a solid soundtrack and great sound work, especially important elements when the mission is to revive the new world in all its diversity.
Looking ahead The previous game is fully supported over time until the current title port. A stream of small and large extensions, which were accompanied by free updates . It can be expected that this time, as well, throughout the remainder of 2017 and deep into 2018, we will receive updates and expansions. A popular speculation among Warhammer experts is that we will be privileged to play as “Tomb Kings”? As part of a significant expansion along the way. A very moving line is another campaign that is expected to be released in the coming weeks, called Mortal Empires. In which the two game maps will merge into one war in the amount that has been seen in Total War in the past. Beyond that the series is still unlisted, when it is known that at least two historical titles are under development and the last part of the Warhammer trilogy will come soon. Summary Total War Warhammer started out as a very good title in the old series and was a great game as extensions and updates were added. Total War Warhammer II starts from the same point that the first game came and builds on it with the story of the struggle between four unique races that steer the campaign to a stormy and challenging ending.