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Breaking free from the typical C&C-style mould -  Shogun - Total War (PC) PC Game
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Shogun - Total War (PC) 

Newest Review: ... included - it was like my dreams coming true. And the game takes place in feudal Japan, which was and is very unique, exotic and brave th... more

Breaking free from the typical C&C-style mould (Shogun - Total War (PC))

Marechal_Ney

Member Name: Marechal_Ney

Product:

Shogun - Total War (PC)

Date: 29/01/01 (112 review reads)
Rating:

Advantages: In my opinion the best RTS game ever; superb real-time battles set this game apart.

Disadvantages: The turn-based element is not quite as revolutionary as the 3D battles.

“Shogun – Total War” is a welcome change from the horde of “Command and Conquer” clones that have almost come to define Real-Time Strategy games in recent years. “Shogun” is set in sixteenth-century Japan, when seven rival clans battled it out for control of the island, using any means at their disposal (including ninja assassination) to achieve domination.

Though generally placed in the RTS genre of PC games, “Shogun” is actually a combination of turn-based and real-time strategy elements. This works surprisingly well: whereas overall diplomacy and strategy are determined with a Risk-style map and counters, the battles themselves are fought in glorious real-time. This does away with much of the frantic mouse clicking needed to succeed in production with C&C-style games.

The turn-based element of the game is significantly detailed, resembling the C&C family in the usual technological upgrade structure governing which units and buildings can be produced, how strong they are, etc. Emissaries are used to carry out diplomacy, though this is usually of a decidedly temporary nature, due to the warlike nature of the opposing clans. One can even attempt to carry out ninja assassinations on key enemy generals or daimyo (clan leaders). Amusing videos pop up, documenting a ninja’s success or failure, though these are unsurprisingly of a rather limited nature.

One characteristic of the game I found very innovative is the importance of clan leaders and their heirs. Clan leaders can be brought on to the battlefield to inspire the men, but in such an eventuality there is always the risk of a disastrous death in battle. If a clan leader perishes, either in battle or at the hands of an enemy ninja, his heir takes his place. If, however, the clan has no heirs available who have “come of age”, the clan dissolves into rebels and “ronin” (leaderless samurai) – ef
fectively eliminating this faction from the game.

It is the real-time battles, however, which really set the game apart from the rest of the RTS genre. There are fully 85 separate maps, corresponding to a particular province or type of castle. Each of these is done in exquisite detail, most notably when concerning the terrain. Hills, valleys, cliffs, trees, buildings, and rivers are accurately put together to create realistic 3D landscapes with plainly evident contours. These are fully appreciated when using the camera to sweep across the sizeable maps before and during battles.

The battles themselves are also the epitome of realism. Thousands of troops (ranging from e.g. foot troops, cavalry units, archers, and primitive musketeers) can be effortlessly thrown into combat. Considering the scale of the conflicts, with thousands of separate units to be managed, I was surprised at the extreme smoothness of the animation. I cannot help but compare this to action sequences in “Baldur’s Gate 2”, where no more than fifteen combatants (only marginally more detailed than those in “Shogun”) could already cause sporadic stalls in the animation on my P550 system.

There are eleven distinct military units, each with unique strengths and weaknesses. Coupled with these are the issues of morale, the general in charge (e.g. one who has won many victories inspires the men), elevation, cover, formation, and the weather (musketeers cannot fire in heavy rain or snow), all of which can significantly affect the course of the battle.

The most impressive part of the real-time battles has to be the overall visuals. One can make out distant specks of approaching enemy troops in the distance, then see the hillsides darken as more of them come into view. The battle itself is also very viewable, yet one of the best panoramas is sometimes enjoyed at the end of a battle. Seeing the enemy’s shattered columns fleeing i
n disorder before a depleted but victorious army, up a misty hillside, is a sight to behold – reminiscent of scenes in “The Patriot” which, at least in terms of troop movements, was quite historically accurate.

The game even includes a “Custom Battle” creator, where one is free to create one’s own battle scenarios. This is ideal for those who might find the turn-based strategy element too long-winded and tedious at times.

Overall a very impressive production, sure to inspire numerous RTS and wargame fans alike. Rightfully judged by PC Gamer to be the best RTS game to date. This is a good two places above the acclaimed “Command and Conquer: Red Alert 2”, whose format has in my opinion become a tad stale of late.

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