Showing posts with label Empire: Total War. Show all posts
Showing posts with label Empire: Total War. Show all posts

Friday, February 3, 2012

My Total War: Shogun 2 Impressions: Epically Beautiful, Japanese, Awesomeness!

With gaming, I’m kind of behind the curve. I am still working through Morrowind, I haven’t finished the original Bioshock, I still haven’t been through all the campaigns in Left 4 Dead 2…and I can’t imagine how many more miles of African savannah I have yet to drive in the beautiful but limited Far Cry 2…so it is with this foreword that I give my late, very late review of the amazing Total War: Shogun 2.

Ooohh..ahhhh...
 Not that I’m not aware of what I’m missing, mind you. I keep up daily with all the latest releases, the current favorite ‘it’ games, and the industry ups and downs. I’ve watched in awe at the newest Bioshock: Infinite that will no doubt be their next work of art, and keep a hopeful eye on the newest XCOM game to come out in many years…also [Someday, I WILL enjoy Skyrim…I will...] But being such a busy parent, and working and generally being tired at any of the 20 hours of the day I’m not ‘sleeping’ has kept me from finishing anything in my ever growing PC game library. It doesn’t help that the holiday season on STEAM for gamers on a budget is similar to what crack is to Whitney Houston….er…yeah.

So I took advantage and picked up the latest Total War game I had my eye on for months, as it was on sale for some crazy 50% off. I also took advantage of all the add-on clans that were fairly cheap at the time. After all, assuming someday I would get to play it, I’d have all the little toys to play with, all the factions in the deck. It’s the completionist in me that keeps the money flowing to Creative Assembly.


I was hooked on Rome, with its massive real-time armies engaged in epic battle, AND it’s Risk/Civilization-style campaign map intrigue. Many, many nights I had to work though ‘just one more turn’. I gasped at the beauty of ‘Empire’ with its authentic looking [but hard to micro-manage] boat warfare and revamped graphics on the battlefield. I merely tasted victory with the introductory revolutionary campaign before getting my ass handed to me in a feathered hat by the Prussians as I attempted a Germanic faction campaign. And again, as I tried to expand westward to the trading fields of America in my lowly, underpowered boats by the Brits AND Spanish Armada’s. Perhaps I’ll get back to this one.
The many unique war-boats of Shogun 2, engaged in high-seas battle!
So it is with great anxiousness and trepidation that I attempt the newest, most beautiful and far-east arena of the Japanese conflicts. After all, this is the setting I know least about, having taken much more European history classes than Asian. My first encounter, after the menu screen pops up, oooh, pretty. This game is beautiful, and polished. It is obvious that real thought went into the design of each and every bit of menu/interface. And the music is peaceful, and everything you expect of epic Japanese traditional music. Quiet and Zen-like on the campaign map, and swelling and ambitious when engaged in battle. With either surround sound or quality headphones, all this sounds pure, raw, and uniquely recorded just for the game. Then, the intro campaign. Even though it’s mostly annoying to be retold the same basic advice I’ve mastered since ‘Rome’, I keep the tutorial chatter flowing in hopes to glean some new and unique feature of the game, or strategy that this version has that the previous did not.

There is a lot to appreciate in this, newest iteration. Perhaps this is Creative Assembly’s crowning achievement. They have perfected the formula, improved the A.I. [for the most part] of not only the naval warfare, but also of the enemy land battle movements, and the graphics are simply stunning. I am a sucker for great graphics, more than other important features sometimes, and there are endless moments when I simply pan around at the sky, what looks like a painting of the Japanese red sun setting over smoky mountains and rolling hills. I track like Francis Coppola himself, alongside a formation of Katana Samurai units, marching not quite in unison, from the side, looking down the ranks as if I were marching alongside next to them…admiring the power and majesty of their intent, as well as their amazingly detailed and colorful uniforms.

We've come for Dragon Warrior IX, Shogun! Give it up!
To top it all off, we have the pre-battle ‘pep rally’s’ that were missing for a few of the games. This was one of those great features of ‘Rome’. No matter how many times I’ve heard the various configurations of speech parts, strung together…they still served a small but important role to let you know the conditions of the battle as it may play out. Hey, every little clue is important when the numbers are stacked against you! Are there reinforcements falling in behind? Does the enemy have to march to me? Or do I need to make the first moves as fast as possible. It’s all very stirring, providing a little emotional involvement in the battle, your General and men’s survival, and gives a lot of character to game. I’ve read that there are over 100,000 possible speeches based on the character, their location, and their relationship to the enemy, etc. Wow. It’s all here, though spoken in the native Japanese, of course, so read along with the captions to glorious battle!
Back off spearmen! My horse spits upon your helmuts!
Though the formula is roughly unchanged, there are still plenty of new units to master, such as the Metsuke, who act like the town sheriff while also repelling most monk and ninja attacks. I also love the new ‘hero’ units that each town may possess. Think of them as your go-to ass-kickers that may single-handedly turn the tide of battle, if called upon. Hopefully, these are balanced enough that they aren’t TOO ridiculously powerful, but this seems to be a controversial subject already. There is also an upgrade path for generals in your armies. These units gain extra buff’s and war abilities as they win and survive each battle. It’s like another mini tech-tree, bidding you to take great care in not losing your generals.

Epic Seige battles await!
There is a much more robust multiplayer element here, which you may find yourself playing more than the single player campaign! Shogun 2 features multiplayer battles with up to 8 players as well as multiplayer campaigns involving competitive or cooperative play with 2 players. In a multiplayer campaign, players can be grouped into different clans, so that for each clan, one player assumes the role of clan leader and others take command of armies. The clan leader has the ability to direct other players and assign rewards based on loyalty and performance, introducing clan politics into multiplayer. As a player's army invades an enemy territory or is attacked by enemy armies, the online matchmaker finds a suitable opponent and initiates a multiplayer battle. When a player defeats enemy armies and conquers territories, the player will gain points and other bonuses for the clan. In addition to all this, an achievement system is designed to provide adhering players with unique abilities and cosmetic upgrades.

My favorite new feature? The Avatar conquest mode, of course! Avatar Conquest is a brand new addition to the Total War franchise. It allows you, the player, to create your own Avatar by customizing its uniform, color scheme, clan banner and more. You are then dropped onto the map of Japan, where you move your avatar around the map into different territories and engage in live land and sea battles via matchmaking. Before engaging in battle, it is wise to create and customize your army and navy via the army management button. You'll have a choice between small, medium, large and huge ’funds’ battles. Warning- large and huge battles are better suited for those with more powerful computers.

That's right...I'm a baaaad mutha "shut yer mouth!"...
Once your Avatar has been customized to your liking, and you've put together an army and navy, you can then drop into the battle map and attempt to smash your opponent. Depending on whether you won or lost, you'll receive skill points, which you can use to upgrade both your Avatar and units stats. Some units will gain veterancy if you use them enough in battle.
A major part of Avatar Conquest is also the Clan system. The Clan system features various user-created Steam Groups battling it out to control parts of Japan. The clan with the most victories in a particular territory will control it. There are many territories for clans to battle it out over and various tier's for clans of varying sizes to fight in.

I’m also impressed by a simple, yet genius ‘drop-in’ feature that allows you to let a real human drop into your campaign battle to fight against you, in real-time. Great idea! Though, I’m weary about the possibility of being spanked by every single ‘pro’ player out there invading my game, I’ll have to experiment with this. I don’t like the idea of losing every battle if i’m only an armchair general.

The campaign map is as gorgeous as ever, introducing a 360 degree rotation view option!
Overwhelmed yet? A beginner to the Total War series just might be, but there are helpful tips abound, and if you crave more there is plenty of online help via fan forums and the like at your fingertips. Don’t be afraid to read up on tactics and strategy, there is always much to learn when attempting to master the Art of War. Here is one excellent and extremely well-made guide to get you on your way. HERE

All in all, this is easily the most polished, graphically beautiful, accessible, and involving of all Total War games, and certainly one of the best PC games you can get, period. For anyone interested in history, strategy and empire building, it’s a must-have. Will you be the next Shogun sitting in Kyoto? Go ahead…give it your best shot!

Tuesday, March 23, 2010

Dragon Age: Origins - Where has all the A.I. in PC Games gone?

I finally started my character in Dragon Age: Origins and I have to say I haven't played a game whose story has so quickly sucked me in for a long while...perhaps even since the original Sierra's Homeworld.


Within an hour of playing, I had to make a crucial decision between loyalty to a friend in need, or my duty toward my Elf Mage's 'Headmaster'... twists and turns are already abound, and I truly feel like I am changing the script of the game on the fly, with every decision [one of 5 if I remember] that I choose during conversations in the well-done cinematic moments. While all this is great, and the game itself is very polished and beautiful, (and I am picky) I am missing the elements of deciding strategy in the combat portion of the game. Being not an expert at all of the D&D affiliated Neverwinter Nights/Baldur’s Gate vein, I am guessing that the 'rule book' that seems to be equally a part of this style of play/franchise is the reason.

Yes, you can select when to use that heal, when to use that type of magic, when to use your sacred whatchamacallit at the crucial time…it is still formulaic and ultimately, the odds are still based on mathematical calculations. Up until the recent excellent (and personal fav) Left4dead series by Valve, I’ve seen little evolvement or incorporation of any meaningful A.I. into a PC game as of late. For those that haven’t played those games, the A.I., [Valve call’s the “Director”] constantly monitors many aspects of the in-game human players actions, skill and whereabouts to adjust the gameplay on the fly. This creates a more dynamic, unpredictable, and engaging solution to the game that might otherwise bore players after multiple play-through’s of the same levels.
 Left 4 Dead 2

Nothing whatsoever against Dragon Age in of itself -I'm just going to rant about the 'random-stat' result in games in general. Nothing is worse than when I feel like any strategy that I am learning, or have gained in all my warmongering years on the pc, is completely undermined by a simple, mathematical formula of odds. It changes from an actual strategic decision, to something akin to a digital slot machine.

Quick thought- remember Black & White (1&2)? I couldn’t WAIT to play that game, and found it mostly to my expectations. Randomness worked in that one, in the form of an elegantly complex A.I. that would allow your creature some truly surprising, interesting and sometimes hilarious results. I remember the devs stating how their creature A.I. behavior had actually surprised them with actions they never expected! That was totally groundbreaking territory, and I wish we got more of that in pc games.

All too often, games are released with simple paper-rock-scissor type logic. While some are still extremely fun to play (another favorite-Company of Heroes comes to mind), these are among hundreds I have learned ‘how’ to play. Usually this is against real logic, which is fine when in a fantasy environment, but I feel even these style of games could benefit from allowing the player to use real strategy and logic to out-smart the enemy, not merely play by a very finite limit of game ‘A.I.’

Doesn't matter that I outflanked those troops with the appropriate weapons, setup defenses that prevented that spy from taking out that town [EMPIRE I’m lookin’ at you], ESPECIALLY with most games ‘diplomacy’ options…once you press the conflict button, it’s still a crap-shoot. This is why I am in endless search for a game that allows true freedom to discover, and use your own brain's strategy. Those lend the best reward and enjoyment I have found…


I'm not saying EVERY game needs to have a mandatory awesome A.I. code injected -Despite these wants, I will play Dragon Age feverishly, to simply see the story unfold, for despite any [or lack thereof] dynamic A.I. incorporated, it is still a fun-as-hell and intriguing game in its own right.

 Dragon Age: Origins

Friday, October 2, 2009

DCS: Black Shark OWNS me! My Preview-->

Are you good/patient enough?

So it is obvious that I am a pc gamer nerd. I have more games than I can literally, physically play at the moment. I have the best of almost all genre's, and pride my taste in only the best rated of games to fill my time...there is just too much! With finally starting the campaign in the awesome 'Empire: Total War' and late night Left4dead sessions eating away my sleep-time, it is a miracle my wife still remembers that she married some guy..a few years ago...

Add number 146 to the list...DCS: Black shark. An apologetically as-close-to-the-real-thing-as-it-gets actual simulator of the KA-50 Russian attack helicopter that us mere mortals well ever get our hands on.

To tackle such a 'game', is to have a plan of attack, else it will infuriate and scare away those with little patience. You have to do the training missions, you need to either hunt down the manual online, or print it out in it's entirety (as I did, from the disk); you HAVE to have some better than cheap flight control hardware, and now what I am learning, you HAVE to check out the incredible TrackIR 5 device. There is just no going back to normal after you spring for this 150 dollar simulator aid. It sits on your monitor, and moves the in-game POV by your every little head movement and gesture. Completely and naturally, as if sitting in the real thing. Check it out here to see some product videos.
naturalpoint.com

And that manual, what a piece of work that is! All 534 pages of glory. History, operational instructions..color pictures and diagrams of instruments, its is a virtual bible to behold. I printed the thing out [It's B&W Hardcover equivalent expensive and hard to find online] and it is about 2 inches tall of 8x11 paper! And that was double sided!! yeah...
So as I begin my epic quest to master this beast, I'll let you know how it goes. For you sim guys and gals out there, this is truly study-sim nirvana.
wish me luck!

Check the game out here: http://www.digitalcombatsimulator.com/

From the sites description:
"DCS: Black Shark" is a PC game of the Russian Ka-50 attack helicopter and is the first title in a new Eagle Dynamics and The Fighter Collection simulation series: "Digital Combat Simulator" (DCS). Following Eagle Dynamics' tradition of excellence, "DCS: Black Shark" will bring an even more realistic simulation experience than its predecessor "Flaming Cliffs". "DCS: Black Shark" will offer an unprecedented level of realism in regards to flight dynamics, instruments modeling, avionics systems, and weapon systems. The artificial Intelligence of ground vehicles and helicopters has been improved dramatically as well as weapon modeling. A new Mission Editor includes a powerful electronic mapping system that allows user to easily create missions and campaigns. A new campaign system allows the front line of the battlefield to move back and fourth according to your mission success or failure. Due to the increased flexibility of the DCS system, additional fixed-wing aircraft and helicopter add-ons will follow shortly."

Thursday, September 24, 2009

EMPIRE: Total War Patch 1.4 Released -New Missions!


All I can say is FINALLY, i've been checking the status of this games update literally every single time my steam games list pops up...for what seems like months now.. Finally, patch 1.4 has been released which claims that it has finally resolved some of the biggest issues, namely, the disembarking of ships troops onto shore at any location, and vice-versa, among many other fixes..

Also worth noting-the patch added two new historical missions, which are always a plus.

I've held off continuing the intro campaign, until this patch. I will now resume argueably the prettiest and most ambitious PC game i've seen of recent years. Naval battles here we come!


List of fixes--->>
[-]September 22, 2009 - Empire: Total War Update Released

Updates to Empire: Total War have been released. The updates will be applied automatically when your Steam client is restarted. The major changes include:

New Content

Two (2) new historical battles: Battle of Rossbach and Battle of Fontenoy. Both available in single player and multi player

Missile cavalry can now fire and reload whilst on the move

Balance Changes

Overhaul of naval balancing

Dragoons are available from higher building levels and now have fire by rank

Light Dragoons have gained longer range guns to allow them to skirmish better

Reworked cavalry costs to better reflect their value on the battlefield

Increase in cost to Windbusche Jaegers and Ferguson Rifles

Some improvements to projectile balancing

Balance improvements made to Road to Independence Episode 3

Fixes

Fix for auto unlimbering causing the attack order to terminate prematurely resulting in an inability to stop the unit from firing

Fix for troops on fort walls not using fort gun range when judging when to fire on enemy troops

Fix for fort guns using wrong targeting formula

Fixes to fort pathfinding and use of ropes

Multiplayer soft lock fixes

Fix crash in quotes table

Improved AI diplomacy

Cumulative updates to improve AI invasion behaviour

Added tooltips for alliance button in diplomacy

Bug fixes and improvements to AI counter offers

Improvements to AI diplomatic valuation of military access and alliances

Fix for wind sounds not working in naval battles

Fixed ship wakes not always working

Fixed disembarking subsets of armies and agents from navies

Fixed potential crash disembarking agents from navies

Fixed armies not being booted out of regions when losing military access gained by joining an ally in war

Improved AI diplomacy valuation of technologies

Fix for bug where general's unit for an upper class rebellion was coming from the region owning faction rather than the faction rebelling

Fixed reinforcements from unreachable positions

Fixed bug preventing disembarking

Balance of power fix for attack of opportunity

Fixed bug that was causing issues with embarking an army containing multiple characters

Minor tweak to stop some ship sails endlessly play furling sound

Fixed path blocked bug

Diplomacy counter-offer improvements

Fix for fast forward not working as intended on some PCs. Will always speed up if camera is still, if camera moves fast forward will be as fast as possible on each PC.