With
60 hours clocked and 3 campaigns completed, I figured it was time to
knock out my review of Total War: Warhammer 3. If you’ve read my
First Impressions post you’ll know that my initial reaction to the
game was rather mixed, primarily due to the core campaign mechanics.
There’s a lot that’s pretty fantastic about WH3 – the visuals,
animations, music, battle maps, faction variety and impressive level
of release day content.
The
new siege system – whilst needing a few tweaks – is a welcome
change. I agree that there needs to be less minor settlement battles,
but a simple fix would be that these battles only occur at settlement
level 2 or 3, otherwise a field battle is fought outside the
settlement. Another easy tweak would be tower / barricade points
being one-use only, stopping the player or AI from continually
rebuilding them mid-fight.
There
are some technical / bug / performance issues that also need to be
addressed, but there’s nothing here that I felt seriously harmed my
experience. I spoke in my FI post about returning to the Warhammer
series from Three Kingdoms and how, in some ways, it felt like a step
back. But I’d say that feeling isn’t as strong now I’ve
readjusted to the way the campaign in Warhammer plays. That said, I
still find the hero spam to be a particularly annoying facet of this
series.
The
real big problem with Warhammer 3 is the way the core campaign plays
out. I’m certainly not opposed to smaller scale, objective focused
campaigns. I liked the Vortex campaign in Warhammer 2 because it
offered an alternative, more focused way of playing compared to the
full sandbox experience of the Mortal Empires combined campaign. And
I’m totally okay with Warhammer 3 doing something similar –
offering a shorter, more focused narrative driven campaign that
offers an alternative to the as yet untitled and unreleased
mega-campaign that combines the maps and races of Warhammer 1, 2 &
3. The problem is, the core campaign of Warhammer 3 just isn’t very
fun – at least not in its current state.
I’ve
completed the campaign 3 times – as Kislev, Khorne and Cathay.
Every campaign followed a similar pattern – an enjoyable start,
followed by a tedious slog when the portals begin to open, followed
by an irritating finish as I just want the campaign to end. Khorne,
due to their faction mechanics, was probably the campaign that
annoyed me the least. Kislev was an absolute nightmare of a grind and
Cathay . . . well, Cathay was just kind of boring.
I’m
not talking boring as in how the faction plays – because I love how
each of the factions I’ve played work in the campaign in terms of
mechanics and units. No, I’m talking about how each faction is
faced with managing the core campaign. Kislev is mostly surrounded by
hostile factions, constantly facing attacks so it’s not easy having
to keep your best army and faction leader out of the fight either in
the portal race, or resting in a city to remove negative traits
before the next round begins.
Khorne,
thanks to their increased movement mechanics makes getting through
the portal realms pretty fast – but you’re still stuck waiting
around for the traits to be removed which is even more annoying for a
faction that relies heavily on momentum. And then we have Cathay
which, once you’ve secured your initial province, is fairly easy to
confederate the others around you giving you a safe and secure
position where you’re not really in any danger. As a result, you
just sit back and play the portal race because there’s not really
any reason to expand – but this is also kind of dull.
Because
despite the fantastic faction variety in terms of mechanics and
units, every faction has to play the portal race exactly the same way
– a race in which the less territory you hold, the easier it is
because you have less portals to deal with continually spawning chaos
armies and heroes and spreading corruption. A race in which if you
don’t get into a realm before the AI, you’ll likely get kicked
out and have wasted your time when they claim the soul before you.
A
race in which your faction leader will be afflicted with multiple
negative traits once they exit the chaos realms, forcing them to
remain in a city for several turns waiting for the traits to be
randomly removed. And by the time they are, the next round of portals
will soon be ready to open so you have to do it all again.
The
general concept of the campaign – entering the 4, unique chaos
realms to retrieve the souls and fighting survival battles is
something I actually like. The problem is, it’s way too punishing
and restrictive towards the player. The good news is that, like the
issue with the siege rework, it can be improved with just a few
simple changes.
The
first is that the negative chaos realm traits need to go – they’re
completely pointless. Just get rid of them entirely. The second is
that the chaos portals shouldn’t do more than spread a little
corruption – no spawning heroes or armies. Right now, you have to
keep several heroes strategically positioned throughout your
territory so they can play whack-a-mole every time the portal event
begins.
It’s
annoying and tedious and it means that even if you’re trying to
ignore the portal race and focusing instead on territorial conquest,
you can’t ignore it entirely – and the more territory you take,
the situation only gets worse.
If
we really must race the AI, then don’t let us get kicked out if
they claim a soul before us – it means we have to sit around and
rush into the realm we need on the first turn the portals open or
we’ll risk missing out. Let us enter when we’re ready, at our own
pace. In fact, why not remove the AI from the portal race entirely?
Just let the player engage with it when and if they want to. That’s
obviously a bigger change, but probably the best one they can make.
It would also make more sense from a narrative perspective.
Okay,
I don’t want to drag this on any longer than I have to. Between
this review and my FI post I think I’ve made it pretty clear what I
think the main problem of WH3 is and how I feel about it. But let’s
not forget that, aside from this problem, everything else WH3 does is
pretty damn fantastic. I honestly can’t wait for the mega-campaign
to be released so I’ll be able to play with these new factions in a
pure sandbox experience.
Because
the races, their mechanics and their units are all pretty great. And
I think that once the mega-campaign is released and a few
(inevitable) patches roll out to fix any initial issues, this
Warhammer trilogy really will go down as one of the best strategy
games of all time. But we’re not there yet, and there’s clearly a
lot more work to do.
So
I guess the question is – would I recommend WH3 in its current
state? If you’re a fan of the previous games but you didn’t like
the Vortex campaign at all then I’d say no – wait for the
mega-campaign. If you’re like me and you did like the Vortex
campaign for the smaller, more focused experience it offered then,
even in its current state, I’d say the core campaign is worth
picking up and playing.
I
just hope CA can roll out some updates over the next few months that
change the way the campaign works along the lines I’ve suggested
here. Because like I said, the concept isn’t bad, it’s just the
execution that needs work. Overall, WH3 is a solid and impressive
release with an unfortunately big problem in the form of a campaign
system that’s just not very fun in its current state. I am still
having some fun with the game despite that problem, but not as much
fun as I’d like.
7/10