With
28 hours clocked, I just finished my first Total War: Warhammer 3
campaign and I hate to say it, but my initial impressions are a
little mixed. But before we get too negative, let’s quickly run
through all the good stuff in Warhammer 3.
Visually,
Warhammer 3 looks superb. The units, campaign and battle maps are all
impressively detailed. The unit animations are amazing. The sound
design is excellent, accompanied by an excellent soundtrack. In terms
of content, Warhammer 3 has nearly double at release compared to
Warhammer 1 & 2 with 8 races and 12 Legendary Lords available to
play on Day 1.
The
multiplayer campaign has been expanded for 8 players, with a new
option for simultaneous turns. And there are even two smaller
‘mini-campaigns’ for exclusive co-op play – although I wish
these were also available to play solo. I can’t say I didn’t
enjoy my first campaign and I’m sure I’ll enjoy many more but, I
must admit, I’m not in a great hurry to jump into another campaign
just yet.
The
first problem I have with Warhammer 3 is that it’s not Total War:
Three Kingdoms. This might sound a little strange, but allow me to
explain.
Three
Kingdoms introduced some pretty major overhauls of the campaign side
of Total War with numerous improvements to the diplomatic system as
well as faction, character and settlement management. Although WH3
rolls a few of these features into its own campaign (such as the
Quick Deal diplomatic option) the majority of what made 3K so
enjoyable and engaging in its campaign is largely absent here.
Now,
to be fair, I did kind of expect this. After all, Warhammer 3 needs
to be able to combine with Warhammer 1 & 2, so it simply isn’t
possible to radically overhaul these systems, not without breaking or
entirely redesigning all of the previous content. And I’m not sure
the hardcore Warhammer fans would want that. They’re probably quite
happy with how the Warhammer games already play.
But
me? It feels like a step back after playing 3K and that’s hard for
me to adjust to. Obviously, 3K can’t compete with Warhammer when it
comes to faction and unit diversity. That’s the real star of the
Warhammer games and it carries WH3 just as much as it did WH1 &
WH2.
One
thing I was really glad to see the back of in 3K was campaign map
agent spam. At times during my Kislev campaign, I had 12 or more
enemy heroes running around my territory. Some of the cities had 3-4
permanently camped outside. And no matter how many times I eliminated
the f**ks they’d reappear a few turns later – and they’d
usually bring a friend.
I
don’t recall the heroes in Warhammer 2 being this numerous or
annoying. It’s a little silly calling them ‘heroes’ when new
ones are popping up every f**king turn. They seriously need to limit
how many heroes each faction can recruit. They should be special
characters whose placement – embedded in an army or active on the
campaign map – is a considered decision.
But
they’re not because there’s no end to them and I really got
f**king sick of playing whack-a-mole every turn trying to get rid of
them. Speaking of playing whack-a-mole
we also need to talk about the core campaign mechanics because I have
a lot
to say about that, but for now, let’s talk about battles and the
new siege system.
Battles
in WH3 felt a little strange at first and I couldn’t quite figure
out why. They all seemed so . . . messy and, if you’ll forgive the
pun, chaotic.
And that’s when I realised the problem – some unit collisions are
totally screwed up. Now, I’m no expert on this stuff, so I don’t
know if it’s collision or not, but I do know that when a line of
infantry is ‘braced’, enemy units like cavalry shouldn’t be
able to just push their way through the formation.
Because
that’s what’s happening now in so many battles. Any ‘larger’
unit can just walk through a braced battle line like it’s not even
there. And that’s why battles feel so messy – because any attempt
to use formations goes to hell when the enemy can just push straight
through your line and immediately attack the weaker units such as
archers, artillery or spell casters behind. They don’t even take
damage as they ‘push’ through. It just slows them down. I never
had this problem in WH2 so I assume it’s some kind of bug they need
to fix.
And
then we have the new siege system which I do kind of like, but I do
think it needs a few tweaks such as you or the AI being unable to
rebuild destroyed towers or fortifications. Every building ‘point’
should be one use only. That would encourage both you and the AI to
hold the outer areas of the settlements first, before falling back
and building new defences at a second or third line. But right now,
you can just keep rebuilding stuff, even behind the enemy as they
advance and it’s annoying when the AI does it to you, and kind of
overpowered when you do it against the AI.
And
finally we have the main campaign mechanic in which you must race the
AI to obtain four souls from the four realms of Chaos. And it really
is a race, make no mistake. I actually think this system could be
pretty fun but in its current state, its kind of not.
It
results in a campaign where expanding too far is actually detrimental
to your progress. It’s more effective to play turtle, keeping your
faction leader fresh and ready to enter the portals to the chaos
realms as soon as they appear because if you don’t, the AI will
beat you to the souls. And if the AI reaches a soul before you, you
get kicked out of the realm with nothing to show for it.
Keep
in mind, each realm can take several turns to complete, turns in
which your faction leader and what is likely your best army is mostly
sat around doing nothing. To get kicked out with no reward is a total
waste of your time. You have to just sit and wait for the portals to
re-open. But even if you do claim a soul, you’ll also pick up some
pretty nasty negative traits which you can only remove by spending
2-3 turns in your capital city, or in a region with a specific
building type.
Which
means . . . more sitting around . . . waiting. And whilst this is
going on, you’re not really focused on the rest of the map. Your
faction leader can’t really get involved in your expansion because
you need to clear those negative traits and get ready for the next
round of portals. And, like I said, expanding too far is detrimental
because you now have more portals to close before they spawn so many
chaos armies (and more f**king heroes) it becomes a nightmare to deal
with. So you’re playing whack-a-mole, not only with enemy heroes,
but the chaos portals and the armies and heroes they
spawn.
That’s
how I think I spent 70% of my campaign time, running heroes around to
kill other heroes or closing portals. Most of my armies just sat in
key locations to protect my modest borders because I couldn’t focus
on expansion if I wanted to win the campaign.
Which
I almost didn’t. One of the AI factions collected all 4 souls
before me. The game told me I could intercept this army, defeat it in
combat and block it from returning for 15 turns. I expected it to
work like the Warhammer 2 Vortex system whereby I’d get the option
to teleport and stop them. But no, I just had to send my faction
leader to camp the quest point . . . waiting . . . and sitting . . .
and waiting several turns for the enemy to finally decide to show up.
But
after defeating that army, I tried rushing for my last soul, only to
receive the notification that I’d lost the campaign several turns
later. Because the AI didn’t get the memo about being blocked for
15 turns, it seems. So I reloaded and returned to the quest point,
defeated the army a second time and then returned to the realm to
claim my last soul but . . . the realm then reset, and I had to start
from scratch. Which meant rushing as fast as it would let me,
spamming the end turn button to claim the soul before the AI could
re-spawn again.
I
managed to do it, but at this point I was really just hating the
game. It just wasn’t fun. I took my soul, fought the final boss
battle and won. But I was glad it was over. A campaign I’d
initially really been enjoying turned into a campaign I just wanted
to end.
But
here’s the thing – the system isn’t bad, it just needs some
tweaks. The portals shouldn’t appear so often or be so numerous.
They shouldn’t spawn enemy armies or heroes. You shouldn’t get
negative traits just for entering the realms. If the AI claims a soul
in a realm before you do, you shouldn’t get kicked out of it –
everyone should have an equal chance. And if the AI does claim all
the souls before you, you should get an instant notification to
teleport and stop them.
The
campaign in WH3 right now is just too focused on racing for the
souls. My faction leader spent most of the campaign just slowly
traversing the chaos realms, one turn at a time, or sitting in a city
waiting for a negative trait to be removed so I could go back in. The
way it works right now is tedious and it sucks. I just stopped caring
about anything but getting that last soul. I stopped bothering
managing my territory because it really didn’t matter. My other
armies didn’t matter.
That’s
why I’m reluctant to jump into a new campaign because I don’t
want the same thing to happen again – me just sitting there,
spamming end turn not really caring about anything, just waiting for
the next portal to open so I can jump in first and win. I guess I
could try to ignore it and focus on a domination victory, but I’m
still going to be stuck playing whack-a-mole with chaos portals every
15 turns or so.
Overall,
although it might be hard to believe after that lengthy rant, I’d
still say my experience with WH3 has been mostly positive despite my
issues. I do want to start a new campaign, but I might wait for a
patch or two to see what changes get made. Because changes do need to
be made if they want this campaign to be fun and engaging from
beginning to end – not the tedious and annoying grind it slowly
turns into now.