First Look: Shogun 2: Total War

First Look: Shogun 2: Total War

In the last hour of the two day conference and gaming showcase that is Edinburgh Interactive Festival, Creative Assembly brought attendees an exclusive look at Shogun: Total War 2, of which I was privileged to be a part of. Showing pieces of their E3 footage, Mike Simpson gave us a look at some of the new and improved sections of this behemoth sequel.

He began the demo by answering the question, “Why Shogun again?” Well, apparently it’s not only the companies’ favourite setting, but the opportunities presented by the long gap between titles gives the developers a massive opportunity to finally capture the feel and authenticity of feudal Japan. Loads of factions, a great tech race, “intense characters” and the “strongest strategy and tactics of any era [they’ve] utilised”, Shogun: Total War 2 will take the greatest RTS franchise in the world, and improve it.

For this demo we are shown some battle scenarios, however we’re quickly assured that battle and campaign are two equal halves for the developers. As it loads, we are told this is a real battle that actually took place, just with different clans for presentation’s sake. As it begins, we see a downpour of rain that would put Scotland’s most well-soaked cities to shame. Combined with thunderclaps and lightning forks in the distance, the immediate impression for me was the incredible sound quality.

The scenario shown here was the player-controlled army defending the walls of a city positioned in front of an area covered in mud with sporadic trees and bogs. The advancing army looks to penetrate the walls with incredible numbers of peasants and footmen. Here we were told there are 30 unit types in the game total, considerably lower than that of Empire: Total War. These units are, however, much more clearly defined “for better synergy between units” and are entirely customisable. Units and heroes (who come with their own small entourage to prevent the one-man-versus-an-army scenario) are customisable with powers – rather than traits – and will look much more like an RPG with familiar skill trees now replacing the “stat placement” from previous titles. The focus here is much more on choice, as well as a tighter unit upgrading system for optimal gameplay.

Improvements one would expect from a new Total War are included, better physics, animations and lighting to name a few. I must say, watching a volley of fire arrows piercing the dark fog, illuminating an arc of hellfire down upon your units is as satisfying as it is terrifying. As mentioned, these fire arrows are special powers, rather than stat upgrades, and were shown to be a powerful enemy which Mike managed to eventually overpower by sneaking a unit of cavalry around behind their position before ploughing through them with hilarious results. I have fallen in love with the physics in this game.

“Victory!” And with these words, we are treated with the following notice that we would now be shown an exclusive look at the naval battles in the game, never shown before. Where the previous naval battles in Shogun 1 were “crap”, they are now equal to the land battles in terms of weight, complexity and development. In Shogun 2, land is included in the sea battles, creating “coast-to-coast battles,” however there is a limited amount of land available, it seems. The boats were described in agonising detail, in both their manufacture and appliance in battle. “They’re like mini castles with oars,” Simpson cooed.

Finally, we see a clear sky and brightly lit environment. It is here I am blown away further, as the cherry blossoms look absolutely beautiful from an elevated angle. Seasons are important to Japanese culture and philosophy, and this is duly reflected in the game.

With the questions open, we learn that the multiplayer, campaign, land battles and naval battles have all been built as “four types of games within Shogun 2.” Flags and icons are being used smartly to clear up information on the screen and to streamline between player and game. And finally Mike finishes by assuring the audience that the campaign itself will emphasise on the characters, and will better reflect what could not have been achieved with the previous Shogun game.

I have always said that RTS games are my Achilles heel, but I know one thing: Creative Assembly are the most intelligent guys in games, and you’re in safe, safe hands.

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