Total War: Warhammer isn’t
another Rome 2. Let’s get that out of the way first. This is easily
one of, if not the best Total War release yet in terms of stability,
performance and polish. In nearly 70 hours of play, with two
campaigns completed, I’ve experienced no more than a single crash
and bug.
Performance is very good –
although there’s clearly still room for improvement – with an
average of 40-60FPS on the default Ultra settings. I’ve uploaded a
lot of Warhammer videos to my YouTube channel over the last few
weeks, including some performance tests in which I attempt to ‘break’
the game. So if you want to see Warhammer in action, and see how the
game performs, go check them out.
This means we don’t have
to spend half of this review talking about stability, bugs or
performance. Which is a nice change, for a Total War release.
Instead, we can focus entirely on the game. We’ll begin with AI.
AI in Warhammer isn’t
perfect, but I didn’t expect it to be. I’ve always thought it
important to set realistic expectations of how well an AI can
perform. With this in mind, I’d rate the Campaign and Battle AI in
Warhammer as the best it’s ever been in the series. It still has
its quirks and issues, but overall, across two campaigns and 70 hours
of play, it’s performed at a consistently competent level.
And honestly, I don’t
think I expect much more than ‘consistently competent’. It’s
never dazzled me. It’s never made my jaw drop. But it’s solid. In
battle, it reacts quickly, uses it units appropriately, makes good
use of magic and attempts to flank and overwhelm the player. It
understands how to cycle charge with cavalry for maximum impact and,
somewhat annoyingly, is very good at harassing your lines with ranged
skirmish units.
I’ve seen some criticism
of the AI for how it can throw its Lords (Generals) into battle
early. But I think this criticism stems more from the perspective of
how Generals functioned in previous titles, where it was necessary to
keep them out of the thick of the action. But a Lord in Warhammer is
a ridiculously powerful unit. During my second campaign as the
Dwarfs, one of my Lords racked up 400 kills in a single battle alone.
That said, there are times
when the AI can be a little too overzealous with its Lords or Heroes
– and this is especially true of the Vampire Counts – where if
the Lord falls, the entire army goes with him. The AI also has a
tendency to reposition and reform its lines when a reinforcing army
arrives on the field, as it attempts to merge the new units into its
existing formation. Most of the time, this is the right call, but at
other times, it does leave the AI vulnerable and open to exploitation
by an aggressive player.
But yeah, overall, the
Battle AI is pretty good and I don’t see it needing more than a few
tweaks here and there to iron out the few issues. Siege AI is also
pretty good, both in attack and defence, primarily thanks to the more
‘simplified’ siege system and map layouts. But hey, it actually
works this time, so I see it as a plus. What’s really impressed me
in terms of AI in Warhammer, however, is the Campaign AI.
Warhammer probably has the
best Campaign AI in the series to date. I began playing Warhammer on
the Very Hard setting as the Empire and promptly got smashed. This
was a combination of the bonuses the AI receives on the higher
setting, but also because I’d extended and expanded far too
rapidly.
And regardless of which
difficulty you play on, the Campaign AI in Warhammer will punish you
if you overextend. It targets you where you’re weak, striking at
unprotected settlements and sacking or razing them to damage your
economy. It also attacks in force, sensibly positioning its armies to
reinforce if you move to retaliate. And, whether by design or not,
I’ve often been ‘lured’ by a retreating army into a situation
where the AI suddenly brings 3 or 4 reinforcing armies into range,
completely surrounding me and cutting me off.
Diplomacy, somewhat
surprisingly, is a big part of the Campaign and actually works as it
feels it should. This is helped by some scripted, artificial boosts
to relations between factions during the campaign, as Chaos arrives
on the scene to f**k everyone up.
It uses its Heroes (agents)
very effectively to block armies, damage settlements and assassinate
Lords and Heroes. Perhaps a little too effectively, in fact. I didn’t
have too much trouble with AI Heroes during my two campaigns, but
that’s because I was aware of how irritating AI agents could be in
previous games, so I made sure to counter them with my own.
That said, they probably do
need toning down in the campaign, because even I was able to
assassinate the most powerful Lords of Chaos and remove them from the
game before they’d even attacked. I actually reloaded after doing
this, because it seemed a bit shitty and anticlimactic and I really
wanted to face them in battle myself, even if it put me at a
disadvantage.
Speaking of Chaos, the
‘invasion’ is a little underwhelming, and if you get the majority
of the other factions into an ‘anti-Chaos coalition’ (which is
pretty easy thanks to the scripted diplomatic boosts) Chaos will get
utterly wrecked. I didn’t even finish them off in my first
campaign, as a couple of the Dwarf factions swept in and smacked them
down before I had the chance. It wasn’t exactly the glorious final
battle I was hoping for, as the ‘Faction Destroyed’ notification
popped up without any cinematic or special message.
So that’s something I’d
definitely like to see improved. I do wonder if Chaos being made
playable has actually resulted in them being far too toned down –
so they’re more balanced to play as.
But right now, they’re far too easy to play against,
and I’ve actually had far more trouble with the northern tribes
than Chaos itself.
There are five races in
this initial release if you count Chaos, which may seem small
compared to previous titles, but given how each race has an entirely
unique unit roster, technology tree, Lords, Heroes and campaign
mechanics, I think it makes sense. Because the biggest issues
currently in Warhammer are balance issues, and if there were even
more races and unit types running about, those issues would probably
be even worse.
I said in my First
Impressions post that this release is something of a ‘foundation’
upon which the developers can now build. It may feel a little more
restricted compared to previous titles, but the result is a far more
polished and stable release – one which really doesn’t need much
more than a few tweaks, fixes and balance adjustments, rather than
any ridiculous Rome 2 style patch extravaganza.
With this solid foundation
in place, the develops can now add, expand, adjust, polish and
further optimise the title the over next few years without spending
all their time trying to fix the initial release. Because honestly,
the balance issues aren’t too bad either. It’s just a matter of
making small adjustments to certain units, some of which are
currently too strong, and others too weak in terms of unit roles or
cost/upkeep.
I’ve already written a
lot about some of the ‘controversial’ changes in Warhammer with
regard to sieges and regional occupation, so I won’t go over these
again here. Yes, it’s a different way of doing things, but I don’t
see that as a bad thing. I’ve said several times that I wanted
Warhammer to shake up the series, and I’m pleased to say it’s
done just that. I’ve mentioned how certain aspects of the campaign
are more streamlined compared to previous games, particularly in
terms of region management. But these changes all make sense to me
within the context of a Warhammer themed Total War.
Actually, saying it’s
Warhammer ‘themed’ isn’t entirely fair because, in many ways,
this is Warhammer: Total War, as opposed to Total War: Warhammer. It
embraces the licence and builds the game around it, rather than
attempting to crowbar the licence into the existing formula. And I
think it’s a better game for doing so.
We’ve never had factions
with such diversity or personality before. As someone who knew sod
all about Warhammer going into this title, it’s been a real joy
exploring this world for the first time. The developers have
successfully and thoughtfully blended the best of both worlds into an
engaging and enjoyable mix. It could have very easily turned into a
completely unbalanced clusterf**k, but by showing restraint and
placing limitations upon this initial release, they now have a firm
base upon which to build.
Modding is supported in
Warhammer, which came as something of a surprise, and although there
are restrictions upon licensed content, there’s already a growing
number of mods available to enhance, change or add new content into
the game. Developers supporting and promoting modding from Day 1 is
always good to see.
Okay, so is there anything
else, positive or negative, I’ve not yet mentioned? Underground
battles/sieges are pretty weak visually, with very flat lighting, so
I hope that’s something they improve. And although I like the new
siege system, I do hope we see slightly more elaborate maps in the
future. What’s here is, once again, a solid base, so hopefully they
can build upon it.
Magic isn’t quite
balanced yet, particularly on high unit sizes, with many offensive
spells being rather useless – although ‘augment’ and ‘hex’
spells are f**king amazing if used appropriately, even if they’re
not quite so flashy.
The music and audio in
Warhammer is fantastic, and the game looks incredible at times thanks
to its highly detailed units. Combat feels like the perfect mix
between matched and non-matched animations, with a real sense of
weight and mass, which plays a key role during battle. As I said in
my previous post, I’ve had more fun with the battles of Warhammer
than I have in any previous game in the series thanks to its diverse
unit rosters, powerful Lords and magic.
It’s exciting to think
that despite completing two campaigns, there’s still three other
races I’ve not yet played, with entirely unique rosters and
campaign systems. For the first time in the series, I think I’m
actually going to play and complete a campaign with all of them.
Sure, Attila had like seven barbarian tribes alone, but I never felt
any great desire to play as more than one or two of them.
When it came to scoring
Warhammer, I was a little torn between an 8 and a 9. I was leaning
more towards the 8, because as great as the game is, there are minor
issues (primarily with balance) and this release does serve more as a
foundation than a ‘complete’ product. But then I think about how
much damn fun I’ve had playing this release and how excited I am to
keep playing and experience the other races.
Because even if there
wasn’t more content to come, Total War: Warhammer stands as one of
the best in the series, an almost perfect blend that breathes new
life into the franchise in just the way I hoped it would. Before
Warhammer, I’d felt Total War was growing rather stale. But now, to
me at least, it feels as fresh and exciting as it did all those years
ago with the release of the original Shogun or Rome. That’s an
incredible achievement, and that’s why I’m awarding Total War:
Warhammer a very deserved -
9/10
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