Mike Bantick
Wednesday, 08 April 2009 04:57
Entertainment
Page 3 of 4
Once the battle is joined, the real fun starts. Veteran Total War’ites will soon realise that the major difference between medieval times and the 18th century, is that just about everybody has a gun! This is such a factor that The Creative Assembly has given each gun-toting unit a line-of-sight and range indicator on the tactical map when selected. The enemy AI is fully aware of these ranges, and plays suspiciously coy when facing down the barrels of a well placed artillery battery – dammit!
The predominately European battlefields are a treat to view, and whilst the [up-to] thousands of individuals that inhabit each battle have lost some individuality of dress, when they vault a wall, or simply lag behind their fellows during a tough sprint, the visuals and atmosphere are completed, even before the ambiance of weather effects, swaying foliage, detailed buildings or the individual snorts of horses or mutterings of soldiers are added on top.
Sometimes the animation loses the plot, with whole units seemingly skateboarding to position, but on the whole, the small touches and details are what catch the eye, until the pressing need of ordering troops reminds you why you came.
No longer does a simple cavalry charge win the day, but it can help. Send in the musket fodder and then while the enemy are reloading, run them down with a timed flank smashing by equine flesh. In the single player campaign, the AI is a little disappointing, sometime milling around with little direction. But at other times attacking with purpose, determination and speed.
Cover, especially walls are important, as many times, battles degenerate into units facing off each other, shooting, dying, reloading and then doing it all over again. Of course the aim here is not to destroy your opponent utterly, but break their morale and sending them fleeing from the battlefield.
Buildings can be occupied and fired from, and the main final difference from previous Total War games is the ability to view any part of the tactical map. In past games, commanders were limited to viewing and zooming to, only what their troops could see. It seems strange that The Creative Assembly have lifted this tension building restriction. Perhaps the thinking was that 18th century forward scouts were better at their job than their medieval or Roman ancestors.
Navel battles and conclusion on Page 4