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Total War: Shogun 2 ![]() Total War: Shogun 2 [Тотальная Война: Сёгун 2] - видео, скриншоты и обсуждения Total War: Shogun 2 |
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![]() ![]() Total War: Shogun 2 - The most tactical RTS to date?As an RTS, there's always the temptation to put the Total War series up against the likes of like Command & Conquer or the massive Starcraft series. Spend ten minutes with a Total War game, however, and you'll realise it's probably the only game of its kind to put the "real" in Real Time Strategy. With the return of the Shogun era, Creative Assembly has made a conscious decision to hold back in terms of scale in order to pack more detail in than ever. We were chucked into the deep end of the online multiplayer elements, where the UK dev team is keen to avoid a cheap addition tacked on to the main campaign for the sake of it. The aim, then, is to capture the essence of Total War; a campaign based game that puts a context around every battle, pulling the player in and out of the bigger picture all the time. This time, that bigger picture - that board game map - is included in multiplayer mode. You're given a context, a reason to fight and a route to progress down rather than just a string of meaningless skirmishes. It's all about getting players to feel ownership of the army, to identify with their units and the all-important general. Total War campaigns achieve that through deep mechanics and massive scale. The question is, can that be achieved in the realm of multiplayer? READY FOR BATTLE After creating your character name, customising your banner colours and polishing your armour to make sure your men look unique and just a little bit spiffing on the battlefield, you're then presented with a map of Japan divided up into 65 land provinces and 12 naval regions. As always, your avatar and army is represented by a token which you shove along the map to a particular region. This time, however, when you give the go ahead to attack that area, you're plunged into a multiplayer battle. It can be any multiplayer battle of your choosing, you can be thrown into a conflict at random or set preferences and be hand-picked by the game's match making system. The important bit is, if you come out victorious, you're awarded the region you encroached upon on the map complete with all the perks it offers. Different regions of Japan play host to dojos, for example, which in turn house different unit types. All the time, you're capturing more territory, gaining new units and building up XP. Importantly, by choosing different regions to attack and gaining different bits and pieces on your blood-soaked journey, your army will develop in a way that could be completely different to the one your mate is sporting. Your military might well be set apart from the rest, however, depending on where you spend XP in Shogun 2's progression system. It's a familiar 'branch style' layout with different routes catering for different approaches and tactical preferences. The Bow Mastery branch is just as self-explanatory, as it increases the body guard unit's ability to inflict arrow-headed damage or get creative with things like flaming arrows. It culminates with a sniping ability which allows the unit to shoot from woodland without exposing itself making for a much more stealthy approach. A Physical chain increases things like speed, stamina and hit point bonus, whereas the Melee branch deals with that up close and personal hand-to-hand malarkey. The most important bit about the tree of upgrades is that you'll never be able to max out more than one branch, a conscious decision from Creative Assembly to force players to tactically pick an approach and then work towards their strengths. You can drape your points across the branches and have a well-rounded avatar or you can focus on one chain with the top level ability on each being a pretty powerful tool. The design of the system means there's all kinds of different combinations of avatar skills that might suit the way you play and the kind of gameplay you want to focus on. And that's the point; it's clear that multiplayer has been built upon layers and layers of customisation so that players have to study their opponent, look at their approach and counter it effectively. It's all part of making sure that Total War: Shogun 2's multiplayer manages to make as many tactical demands on the player as possible. TRAITOR To take it even further, then, Creative Assembly has added Total War's single-player Traits to the multiplayer mix. These are assigned to players by the game depending on their habits (their traits, strangely enough) which will assist in your war room planning. While Traits won't reveal exactly where your opponents XP points have been spent, they will give a rough indication of the approach he or she is likely to take. They don't just revolve around the upgrade tree either; one trait, for example, calculates roughly what kind of make-up a person's army is likely to take (cavalry heavy, for example) while another identifies quitters so that you can pick out the dishonourable cowards among the bunch. Add Retainers to your men - perks which might give plus one armour to all infantry, for example - and you can weave a pretty nuanced tactical plan before you've even left the barracks. Study your opponent well, get your approach right and winning the fight before the battle's even begun looks entirely possible. On the battlefield itself, Total War: Shogun 2 is largely the same machine that's drawn such a passionate fanbase to series with more detail and more make-up. For us, zooming from the sky to ground level so that you're looking into your soldiers eyes as he gets an arrow in the arm has always been a special moment in the Total War experience and Shogun 2 makes use of all the modern trimmings to make the arena of conflict more attractive from up close and far away. With access mainly being granted to multiplayer only, we haven't had the chance to put the game's AI through its paces - and that's the area that will be the main sticking point for most. As far as the online experience is concerned, though, Creative Assembly has clearly put a lot of effort into making it just as tactical and deep as any other aspect of Total War before it. If the single-player gets this much attention as well, the Shogun name could find itself on the top of the heap once again. Цитата:
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Последний раз редактировалось Legat; 29.01.2011 в 14:56. |
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Cказали cпасибо: | BoTaNiK (05.12.2010) |
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