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Friday, 21 June 2019

Now Playing: Three Kingdoms

The Total War series has always operated on a cycle of ‘revolution’ and ‘evolution’. The original Shogun was a ‘revolution’ game, whereas Medieval was an ‘evolution’ – a refined expansion, building and expanding upon the foundation of its preceding title. It’s a pattern you can see repeated throughout the entire series – Rome 1 (revo) & Medieval 2 (evo), Empire & Napoleon, Shogun 2 & Fall of the Samurai, Rome 2 & Attila and most recently Warhammer 1 & Warhammer 2.

I think it’s the reason why I still enjoy this series so much – because whilst the core concept of Total War remains the same, the surrounding mechanics are regularly reinvented and redefined. And Total War: Three Kingdoms, the first historical ‘revolution’ game since Rome 2, really does redefine the series moving forward.

I said prior to its release that Three Kingdoms would struggle to match the Warhammer games in terms of battles, which is why it was so important for Creative Assembly to overhaul the campaign aspect of the game. And that’s exactly what they’ve done, delivering what is easily the most engaging and enjoyable campaign experience yet.

This is predominately down to the massively expanded diplomatic system. It’s not just the range and variety of options that’s impressive, but that the AI also engages with these new options in ways that feel sensible and appropriate. And these diplomatic exchanges can fundamentally change the direction and focus of your campaign in a single turn.

 
At the time of writing I’ve completed three campaigns, and I’m currently stuck into my fourth with over 120 hours played. Whilst Three Kingdoms may lack the variety of Warhammer in terms of factions and units, it excels at campaign variety. Every campaign has played out very differently and in ways I didn’t expect. More so than any previous Total War, campaigns in Three Kingdoms feel like personal, self-contained stories.

And this feeling is enhanced by the focus on individual characters. Characters are at the heart of everything in Three Kingdoms. You’re not just building armies of units, but armies of characters and their retinues. Characters are members of your family, of your court, they act as your governors, as your spies, as your ruling council issuing missions, and can even be sent on various assignments within your empire.

Every character, even if they lack unique art, is unique in terms of name, class and traits. And by ‘class’ I’m not just talking about ‘Champion’ or ‘Commander’ – I’m talking about the ‘profession’ or ‘sub-class’ such as ‘trader’ or ‘tax collector’, which then provides additional unique character effects. You can equip each character with different weapons, armour, mounts and accessories to further boost their stats or provide unit, army or even faction wide boosts.

And Three Kingdoms really is a game all about stacking stats and boosts, be it on characters or in your economy. There’s no single way to boost replenishment or reduce corruption – instead, it’s all about stacking minor boosts. This also applies to your income. Every region can generate three types of income – peasantry, commerce and industry.

 
The building system of Three Kingdoms is similar in style to that in Thrones of Britannia, but expanded and far more refined. It’s all about maximising the output of every region be it food, trade or industry. Various buildings in various combinations (including ones which provide boosts to adjacent regions) can be constructed to make the most of every resource.

Governors can then be assigned to key regions to further boost particular outputs, as can characters on assignment – everything from reduced building cost, to increased replenishment, to a 50% or more increase in income. If, like me, you really enjoy trying to maximise the output of each and every region, you can easily lose yourself in the Three Kingdoms economy management system.

The campaign map in Three Kingdoms is vast and gorgeous with a fantastic level of detail. There are five turns per year, each with its own seasonal effects. The campaign, depending upon your setting, also transitions slowly from day to night. There are also unique audio effects depending upon which part of the map you’re zoomed into.

Battle maps in Three Kingdoms work more like they did in the original Rome than the more recent Warhammer games. Every land battle map is essentially a zoomed in tile of the campaign map. City maps also reflect the city level and like Rome, buildings constructed on the campaign map are also visually represented on the battle map. The minor resource settlements each have their own unique map type – mine, port or farm, for example – but these can still feel quite different to fight upon depending upon the campaign terrain (which also changes the appearance of the corresponding battle map) or the season, or the weather.

 
And, like the campaign, the battle maps are gorgeous, particularly with the ‘Romance’ graphical option enabled. Three Kingdoms is one of, if not the best looking Total War game in the series. The map lighting, something of a weakness in the Warhammer games, is fantastic here. Terrain quality is great, and the units are all highly detailed.

No, the units in Three Kingdoms aren’t as exciting as lizards riding dinosaurs shooting laser beams, but the quality of the models is still pretty high. My only criticism of the unit models in Three Kingdoms is that some of the main character models don’t appear as polished as others.

Another criticism would be unit animations when engaged in combat. There is a matched ‘kill’ system in place, but overall, it behaves more like the Warhammer system, only not as polished in terms of animation. It’s not uncommon to see men in a unit swiping at the air nowhere near an enemy, or even facing the wrong way. So this is one area where Three Kingdoms could certainly use some polish and improvement.

The good news though is that like Warhammer, the units feel incredibly responsive in battle. Because they’re not constantly trying to sync individual animations, there’s a very nice fluidity to unit vs unit combat. Cavalry in Three Kingdoms is also incredibly satisfying to use. In fact, it’s probably the most fun I’ve ever had using cavalry in a Total War game.

 
So at the zoomed in, animation level, Three Kingdoms can look a little wonky, but when zoomed out and managing the battlefield as a whole, it’s hugely enjoyable and engaging. Like Shogun 2, there’s a heavy emphasis on unit counters with the reworked ‘braced’, ‘range block’ and ‘charge reflect’ mechanics. Archers can demolish unshielded units, but with the right Character skill boost or unit formation, you can negate range damage almost entirely.

And tier 3 cavalry can be destroyed by even tier 1 peasant spear men if they’re properly braced for an incoming charge. Whilst the battles in Three Kingdoms may lack the spectacle of the magic and monsters of Warhammer, I’d say they’re just as much fun to play. Knowing when to charge, when to brace, when to adopt formations or when to drop various character skills can all be key to winning or losing a battle.

And that’s without even taking the new duel system into consideration. Duels add another tactical layer to a battle. Choosing the right duel at the right time can be key. There are times when you may need to enter a duel you know you can’t win, but it might be necessary to lock down a dangerous character and keep them out of the wider battle for as long as you can.

Returning to the campaign, let’s talk about the new spying system. In Three Kingdoms, you can send out your characters to spy on other factions. Initially, your characters will simply scout the enemy territory, revealing it to you. But they can also be hired by that faction and that’s when you can start using spy actions.

 
If you want your spies to be hired then it’s important not to just send out level 1, generic characters, because it’s unlikely the AI will want to recruit them. I’ve had the most luck with the spy system by sending out characters at level 3 or 4 with an accessory or two. Once in the enemy court your spy will feed you useful information such as the faction income, the number of regions they control and how many armies they’re fielding.

In court, your spy can manipulate various things such as the satisfaction of other characters, turning them against their own master and making it far easier to recruit them should you capture them in battle. Spies can also be assigned to an army, unlocking even more options, including the option to stage a military revolt, disbanding the entire army – although this does expose your spy and return them and their retinue to you.

In my most recent campaign this action proved invaluable as one of my armies was cornered by two enemy forces. Fortunately, one of these contained my spy who triggered a revolt. What was previously an unwinnable 2v1 situation, had now shifted in my favour. Spies can also be assigned as the administrator to a city, unlocking even more options such as opening the gates prior to a siege, or even surrendering the city to you without a fight.

And let’s not forget that spies can also be adopted into another faction’s family, unlocking the option of assassinating enemy family members and triggering a civil war. Overall, the new spy system is a great addition to the game, but there aspects to it that could use improvement.

 
Spies can be utilised in very powerful ways – but this also relies heavily on RNG – such as my situation with the 2 enemy armies. It was only luck that sent the army with my spy in to my border. And in my other campaigns, although I’ve used spies in court or in armies, I’ve never managed to get one assigned as a governor or adopted into a family. There is a luck based element to the spy system which can make it feel a little unrewarding, especially if your spy doesn’t even get hired.

It’s also a ‘long game’ type of system. It’s important to get spies out early into the factions you feel may pose the most threat long term – even factions you may be on friendly terms with initially. And whilst this long term planning can really pay off, it does result in a lack of any immediate reward or satisfaction from using it. It takes a lot of time and luck to get your spies into a position where they can really hurt your enemy.

In a previous post talking about unit progression in Three Kingdoms, I highlighted concerns about how units are unlocked and not always utilised during a campaign. With more hours played, I’m pleased to say that my opinion has shifted somewhat, as my third campaign saw far more of the higher tier units on the battlefield. I still think some of the reform units need to be rebalanced, and maybe the way unit experience works – such as retaining all, or at least some, of their experience when ‘retraining’ them to a higher tier.

Campaign and Battle AI in Three Kingdoms is some of the best we’ve seen in a Total War game. And by ‘best’ I mean consistently competent. One improvement I’d like to see though is AI unit formation use, as these can be very useful – such as advancing in turtle formation to block incoming arrows – but, aside from the loose formation, the AI rarely seems to use them. AI army composition could also use some work.

 
Music in Three Kingdoms is great in both battle and campaign. The UI looks lovely and all the unique character art is fantastic – we just need more of it. The range of factions is also really good, although some factions do get more interesting (and useful) mechanics and unique units/buildings than others.

Okay, I think it’s time to wrap this up. Overall, Three Kingdoms is another fantastic entry in the Total War series. Blending elements of the Warhammer fantasy games into a historical setting may not be to everyone’s taste but it’s created a unique and engaging mix that even after 120 hours of play, I’ve still not grown tired of.

That’s not to say the game is perfect – there are lots of little areas that can be improved, expanded, refined or polished. We need more unique characters, art and accessories. We need more competition in the southern regions of the map – perhaps another faction or two. The spy system could use some tweaks, unit balancing could use some tweaks, as could certain aspects of the UI – finding marriage prospects through the diplomacy menu can be a bit of a nightmare as there’s no ‘quick deal’ option for it.

But for all its little flaws, Three Kingdoms is truly a ‘revolution’ title in this long running series and there’s a lot more they can build upon using this existing foundation, not only in terms of DLC but also in future Total War games.

8/10

Wednesday, 12 June 2019

E3 Special 2019

Another year, another E3 I almost forgot was happening. But who can blame me? Sony couldn’t even be bothered to turn up, and EA decided to scrap their conference in favour of a Nintendo Direct style presentation. But hey, we still had Microsoft, Ubisoft and the absolutely awful PC Gaming Show to enjoy.

EA Play is what they called it, but there wasn’t much to see. I would have been interested in the new Battlefield V content if they hadn’t already released the trailer a week or so ago. But we did get our first look at Jedi: Fallen Order which looks . . . okay, I guess? I mean, it looks like a typical, modern, third person action adventure game.

The demo wasn’t particularly impressive in terms of level design, but I’m going to assume they were showcasing an early, tutorial style area. The combat looked decent, but the lack of lightsaber dismemberment was a little silly. Even the old Outcast games didn’t shy away from the odd severed arm.

Microsoft were up next with an actual conference on a stage with the obligatory ‘applause’ messages flashing up on the screen for the audience. I’m not sure we were supposed to see those at home. The Outer Worlds looks interesting in terms of setting and story, but also looks janky as f**k in terms of gameplay. Bleeding Edge, a 4v4 multiplayer game was revealed and promptly forgotten by everyone.

Ori 2 had a gorgeous trailer, but won’t be releasing until next year. A Blair Witch game? What year is this again? Cyberpunk 2077 had a new CG trailer with a reveal that stole the show. Hopefully they’ll release some actual gameplay footage in a week or so, like they did last year.

What else? Dying Light 2 might be cool, if they can improve upon the original. We had another CG trailer for Elden Ring, the next FromSoftware game. CG trailers were a big thing this year and actual gameplay was rather thin on the ground. The Microsoft show concluded with the announcement of a new console release towards the end of 2020 and the new Halo as a launch title. I’m struggling to get excited.

Bethesda did their expected self-deprecating jokes about the absolute shit show that was Fallout 76. Sorry, Bethesda, but it’s not charming any more – it’s time to get your shit in order. Deathloop is a new game by Arkane that looks interesting . . . based on the CG trailer, at least. I guess I’m sort of excited for the new DOOM. I’m not so excited to be able to stream it to a smart phone attached to a game pad, though.

The PC Gaming Show was the only one I watched live and kind of wish I hadn’t. I actually gave up half way and just spun through the rest of the stream later. The PC Gaming Show AKA Where The F**k is Bannerlord . . . but there was no Bannerlord.

There was Evil Genius 2 and Bloodlines 2, though. You’d think I’d be excited about Bloodlines 2 but I’m keeping my expectations low. The name alone isn’t enough to sell it to me and the gameplay they’ve shown still looks pretty rough.

Oh, and who can forget about the reveal that Shenmue 3 is now a (timed?) Epic Store exclusive. I kind of saw this coming, considering what happened to Metro: Exodus – same publishers, same bullshit. I’ve already written about my dislike for the Epic Store and how it operates so I’ll try to keep this short: F**K EPIC.

I don’t remember anything else about the Ubisoft conference other than Watch_Dogs 3. Ignoring the rather hysterical ‘post-Brexit dystopian London’ nonsense, the game looks pretty interesting but I do have my concerns about the ‘play as any NPC’ mechanic. The idea is that you can ‘recruit’ any random NPC – each with their own unique skills – and switch between them as you please.

The demo where they showed this mechanic was neat, but obviously scripted. I don’t think the game will be anywhere near as ‘organic’ as they’re promising in terms of how the story / missions evolve. I also have concerns about the game lacking any central protagonist. If every ‘character’ you play as is a totally disposable NPC, then why would you care?

My notes for the Square Enix video were just ‘eh, whatever’ so I guess I wasn’t very excited by anything I saw. Devolver Digital did another violent and weird video which is the only reason people watch it. They’re certainly not watching for the games, although Carrion looks cool and My Friend Pedro got a release date.

And finally we have Nintendo, who I think everyone will agree ‘won’ E3 2019, but it wasn’t exactly a high bar to clear. They really just had to step over it and try not to stumble. Oh shit, son, is that a Panzer Dragoon remake? No More Heroes 3? Astral Chain? Breath of the Wild 2? It might be time to dust off my Switch! But no Bayonetta 3? You were so close, Nintendo. So close.

Monday, 10 June 2019

Three Kingdoms: Unit Progression

Three Kingdoms was always going to struggle to match the variety of Warhammer, but I think Creative Assembly have done a decent job of building a fairly diverse unit roster. The problem is, I’m not seeing many of these units being utilised during the campaign. At the time of writing, I’ve completed two Hard campaigns, each in around 135 turns. I’ve enjoyed both campaigns, but I’ve also noticed the lack of any real unit progression.

There are two ways to unlock new units in 3K – by ranking up your class, or via reforms. Whilst I do tend to retrain my militia units to whatever the 2nd tier class unlocks are, I’ve not really been using the reform unit unlocks at all. I think there’s two reasons for this –
 

1) there’s no way to increase the rate of reforms, so the choice of reform every 5 turns is important. And when that choice is a new 1st or 2nd tier unit with only slightly better stats than a class unlock – not to mention, an increased upkeep – it seems like a wasted investment. As for the tier 3 dragon units, unless you go for these directly, you may not even unlock them before completing the campaign. But even if you do, that leads onto the other problem –

2) higher tier units aren’t worth the cost in recruitment, upkeep or reform investment. There’s not a great difference in performance between tier 1 and 3, not when you factor in upkeep costs. I’m not saying the high tier units aren’t good, just that the investment they require in cost and time to unlock means in both campaigns I’ve played, I’ve not used them at all.

 
A level 10, tier 1 unit is simply not worth replacing with an equivalent tier 3, level 1 unit during the latter stages of a campaign. So even in the late game, I’m still using tier 1 and 2 units because I’ve either not unlocked the tier 3 units yet, or because their performance and cost just isn’t worth it. And the AI seems to have the same problem.

In two campaigns, I’ve not seen a single AI army fielding any dragon units before turn 150 or so, which is well beyond the point at which I’d completed both campaigns, and only played on to see how the AI army composition would evolve.

Now, this may be a difficulty issue. Perhaps if I bump it up to very hard or legendary the campaign will take longer and unlocking and using the higher tier units will become more important. But this also feels like a balancing issue.

 
I think reform unit unlocks need to offer a significant upgrade over the class unlocks to make them worth the 5 turn investment. I also think they may need to be more than just ‘new’ units, but allow you to retrain existing units to the higher tier with no loss of unit level.

A great example would be the basic ji militia unit which, through reforms, a 2nd and 3rd tier variation can be unlocked. This upgrade would be so much more viable as you progress if, once unlocked, you could simply retrain your existing ji militia to the higher tier without losing the individual unit experience.

It would encourage both the player and the AI to actually unlock and upgrade units throughout the campaign. It would mean that as the campaign progressed, we’d actually see more of these higher tier units coming into play. As I said – 3K has a pretty decent unit roster but right now, it’s not being very well utilised.

That said, I still have plenty more to play before writing my final review. I want to crank up that difficulty and experiment more with the reform tree. But even if I feel unit progression remains an issue, it’s nothing a few small tweaks and balance changes can’t fix.

Wednesday, 5 June 2019

Now Watching: Shazam!

Following the success of Aquaman, Shazam! is another solid entry in the DC Cinematic Universe or ‘Extended Universe’ or whatever the f**k you want to call it. It’s more of a movie for kids than anyone, and that’s something to keep in mind. It’s a fun, but mostly forgettable film.

It’s about a kid (Billy) who meets a wizard who gives him superpowers. Most of the film is Billy messing about with his friend (Freddy) and exploring what he can do, before coming up against a super villain who wants his power because . . . because plot, I guess.

I don’t want to sound too harsh on Shazam! because it does a good job building the relationships between its young cast and setting up some nice emotional punches as Billy searches for his biological mother. And there’s certainly some fun to be had in watching Billy test the limits of his powers.

But the film is pretty light on action and running at over two hours, probably about twenty minutes too long. It’s never a good sign when you start zoning out during the climactic battle. But, like I said, Shazam! is more of a kids superhero film than one aimed at a general audience.

Suddenly, a wizard appears and gives you superpowers – what do you do?’ – is a perfect little fantasy for children to enjoy. Shazam! is pretty light hearted but has enough serious moments to give the film some emotional stakes that should keep you invested until the end. The direction is solid and the performances by the kids is all decent.

It’s clearly been done on a tighter budget – at least compared to other DC films – but they make good use of what they had and deliver a fun and engaging superhero film that should appeal to and please a younger audience. It’s not exactly a movie for an old fart like me, but I still had some fun with it.

5/10