In the last few weeks British video game developers Creative Assembly have released their
latest Total War video game, Warhammer II, and announced plans for at
least four more games in the series. The Total
War series is now one of the biggest-selling strategy video game series of
all time, shifting more than 20 million copies of eleven games and numerous
expansions since the turn of the century. Only Sid Meier’s Civilization titles have been more successful among turn-based
strategy games. A lot of people have recently been discussing the franchise,
its history and future, but what if you have no idea what they are going on
about? Time for a Franchise Familiariser course.
The Basics
Total War is a
video game series which sets out to recreate some of the most notable wars and
military campaigns in human history, as well as, more recently, conflicts from
the Warhammer fantasy setting. Each Total War game stands alone as its own,
self-contained title, although the two Warhammer
games (and a forthcoming third one) can be combined into one larger game.
The earliest setting in the games is the Peloponnesian War of Ancient Greece in 432 BC. The latest setting is the Bakumatsu period of
Japanese history, ending around 1868 AD.
Each Total War game
works as both a grand strategy and a small-scale tactics game. Every game has a
large, turn-based campaign map on which you can assemble armies, construct
buildings and engage in diplomacy, technological research and espionage. When
armies meet, the game switches to a real-time 3D battlefield where you take
direct control of your army and direct the course of battle using realistic and
– somewhat – historically accurate tactics.
The Series
The Total War
series consists of eleven stand-alone games, nine expansions and a large number
of small expansions and unit packs, sold as downloadable content (DLC). There
are also a significant number of fan-made “mods” for the games, doing
everything from tweaking unit stats and artwork to adding entire new maps and
campaigns.
The series to date consists of the following titles (along
with their approximate historical settings and the major expansion packs for each
game indented, although not every optional bit of DLC is listed for clarity):
- Shogun: Total War (2000) – Sengoku Japan, 1467-1603
- Shogun: Total War – Mongol Invasion (2001) – Mongol invasion of Japan, 1274-81
- Medieval: Total War (2002) – Medieval Europe, 1087-1453
- Medieval: Total War – Viking Invasion (2003) – Viking invasions of Britain, 793-1066
- Rome: Total War (2004) – Roman Europe, 270 BC-14 AD
- Rome: Total War – Barbarian Invasion (2005) – Roman Europe, 363-476
- Rome: Total War – Alexander (2006) – Greece, Persia, India, 336-323 BC
- Medieval II: Total War (2006) – Medieval Europe, 1080-1530
- Medieval II: Total War – Kingdoms (2007) – various, 1174-1520
- Empire: Total War (2009) – Europe, North America, India, 1700-1800
- Empire: Total War - Warpath Campaign (2009), North America, 1783-1825
- Napoleon: Total War (2010) – Europe, 1780-1820
- Napoleon: Total War - The Peninsular War (2010) - Portugal & Spain, 1807-14
- Total War: Shogun II (2011) – Sengoku Japan, 1467-1573
- Total War: Shogun II - Rise of the Samurai (2012), Genpei War, 1180-85
- Total War: Shogun II – Fall of the Samurai (2012) – Bakumatsu Japan, 1853-67
- Total War: Rome II (2013) – Roman Europe, 272 BC-28 AD
- Total War: Rome II - Caesar in Gaul (2013) - Roman invasion of Gaul, 58-50 BC
- Total War: Rome II - Hannibal at the Gates (2014) - Second Punic War, 218-201 BC
- Total War: Rome II - Imperator Augustus (2014) - War of the Second Triumvirate, 32-30 BC
- Total War: Rome II - Wrath of Sparta (2014) - The Peloponnesian War, 431-404 BC
- Total War: Rome II - Empire Divided (2017) - The Crisis of the 3rd Century, 270-284 AD
- Total War: Rome II - Rise of the Republic (2018) - 399-272 BC
- Total War: Attila (2015) – Roman Europe, 395-453
- Total War: Attila - The Last Roman (2015) - Gothic War, 535-551
- Total War: Attila - Age of Charlemagne (2015) - Charlemagne's War, 768-814
- Total War: Warhammer (2016) – The Old World
- Total War: Warhammer II (2017) – The New World
- Thrones of Britannia: A Total War Saga (2018) - The Viking Invasion of Britain, 878 AD
- Three Kingdoms: Total War (2019) - The Three Kingdoms, China, 190-278 AD
Franchise History
The Creative Assembly was founded in 1987 in Horsham, West
Sussex, UK. The company originally worked on porting games from the Amiga and
Spectrum formats to the PC, as well as developing numerous games with
Electronic Arts under the EA Sports brand. The company gained a great deal of
financial success from the unglamorous but profitable job of porting games like
the FIFA series to PC.
In 1999 the company began work on its first original
project. The first proposal had been for a hack-and-slash action game set in
ancient China. This shifted after the team began playing a samurai-based board
game, which quickly made them rethink the game with a Japanese title with a
more strategic focus. The small scale of the game, with several very similar
sides, shared units and a relatively small map based on Japan, allowed the game
to be developed quickly. The breakthrough moment in development came when a
designer decided to move the battle camera from a fixed overhead perspective to
a 3D viewpoint and found this worked very well and improved immersion. However,
it did cause issues with the 2D units moving across a 3D environment. It was
ultimately decided that this was a worthwhile price to pay for the improvements
to gameplay.
Shogun: Total War
Released on 13 June 2000, Shogun: Total War took much of the gaming press by surprise. Coming
from a publisher with no strategy track record, the quality and depth of the
title was remarkable. The setting is Sengoku Japan, the lengthy period running
from roughly 1467 to 1603 when Japan was almost constantly at war with rival
clans battling for the title of Shogun.
The strategic map was presented as a tabletop planning
session, with units presented as beautiful wooden pieces being pushed around
like a general planning his next move. The map is divided into provinces and
units are moved from province to province one square at a time (a key difference
to later games in the series). It is also possible to undertake naval
operations (by putting ships in to sea squares to form an effective bridge) and
send agents including ninja assassins to kill enemy generals rather than having
to face them on the battlefield.
Many of these ideas would make their way into later versions
of the games in more sophisticated forms, but it’s surprising how much of the
core Total War mechanics and feel is
already in place with this first game.
The game was released to critical acclaim, catching the eye
of reviewers in a period noted for its numerous, excellent strategy games (Homeworld, Ground Control and Hostile
Waters would all come out within a year of Shogun’s release). It also sold well, despite some early fears that
the non-European setting would put some buyers off.
A year later the game was given an expansion, The Mongol Invasion, which chronicled
the Mongol Empire’s two ill-fated attempts to invade Japan between 1274 and
1281. Whilst neither invasion got very far in real life, the expansion posits a
“What if?” scenario and asks what would have happened if Kublai Khan’s forces
had successfully landed.
Given Shogun’s
success, Creative Assembly began work immediately on two follow-ups: one using
the same engine and an all-new and far more powerful engine that would ultimately
take four years to bring to fruition. In the meantime, Medieval: Total War was announced and got people very excited.
Shogun: Total War
was noted for its tight focus but Medieval
was epic and sprawling. The entire continent of Europe, the north coast of
Africa and parts of the Middle East were now on the map and instead of the
variations on a theme of Shogun, the
game now had over a dozen very different factions. Spanning the period 1087 to
1453, the game featured countries such as England, France, the Holy Roman
Empire, Castile, Aragon and the Byzantine Empire fighting for control of
Europe, all the while trying to keep the Pope happy. The game played very
similarly to Shogun, but the theme had
a wider appeal. Medieval: Total War
was released in 2002 to rapturous reception and outsold its predecessor significantly.
A year later, once again, the game was expanded. The Viking Invasion added a new map to
the game, an expanded one of the British Isles, and Scandinavia, and focused on
the Viking raids on the British coast between 793 and 1066, following up by
settlements and invasions. The expansion was a big success and once again
showed that Total War could be both
a sprawling, epic title and a very focused one with equally strong results.
After two games built on the same, slightly archaic engine,
Creative Assembly decided to change things up. Rome: Total War was released in 2004 and saw the biggest shake-up
in the series to date. The battlefield maps were now full, proper 3D environments
with proper 3D units: each soldier in each legion was a full, detailed 3D
figure: the game used some exceptional scaling technology to make it possible
to get thousands of such figures on screen at once without destroying players’
computers.
More striking was the campaign map. Formerly a 2D tabletop
image divided into provinces, it was now a 3D environment in its own right. Armies
now have to march across territory rather than just hopping from province to
province and where your armies meet on the map determines the terrain of the
battlefield. So whilst the previous two games had only one battle map per
province and town, Rome has thousands
of possible maps to fight on.
The game’s strategic layer now had a full overhaul. Although
still straightforward, it had a more complex trade model under the hood and a
greater focus on diplomacy and things to do in peacetime. The game also had a
nice endgame situation where your faction, if it became too powerful, would be
declared traitors by a fearful senate and attacked in a brutal Roman civil war.
The game also allowed you to play other factions, such as an ahistorical
version of Egypt, one of several Greek factions or a “barbarian” faction such
as the Britons.
The game was also given a fresh UI, a welcoming tutorial
mode and a lot of advice so newbies, put off by the game’s perceived complexity
in the past, could now get stuck in with little problem.
Rome: Total War
was the best-reviewed game of the series to date and outsold its predecessors
significantly, and managed to do well despite coming out just a few weeks ahead
of one of the biggest behemoths in PC gaming history, Half-Life 2.
As usual, the game was joined by expansions. In 2005 Barbarian Invasion is set at the end of
the Roman Empire and sees the player controlling either the faltering Western
or strong Eastern Roman Empire, or one of the invading migratory tribes. The
expansion was noted for its extreme difficulty compared to the base game. More
importantly, Barbarian Invasion fixed
some niggling AI and control problems the base game had shipped with.
Released in 2006, Alexander
was a mini-campaign focused on the adventures of Alexander the Great. A very
tightly focused campaign, given a dramatic voiceover by actor Brian Blessed,
the expansion required the player to use Alexander’s actual tactics to win
enormously lop-sided battles, with a few hundred elite Macedonian and Greek
soldiers attacked by thousands of Persians or Indians. The campaign was an
experiment by Creative Assembly in creating digital-only content for one of
their titles and charging only a modest amount for it, and it was a success.
Rome: Total War
was also noted for shipping with completely open and modifiable game files,
allowing fans to adjust unit stats, replace 3D models or even completely
replace the campaign map, leading to a popular, sprawling and inventive modding
scene.
Released in 2006, Medieval
II did pretty much what the title suggested: it updated the Medieval: Total War paradigm into the Rome engine, allowing for a much more
visually spectacular game.
The Creative Assembly pulled out all the stops for
this title, increasing the graphical fidelity of the models, giving players
more stuff to do on the campaign map and adding gunpowder and cannons to the
game. It also made the 3D maps more interactive and more complex, with castles
and cities now sprawling over hills with multiple layers of fortifications. A
late-game development also allowed players to send ships to the New World and
land on the coasts of North and South America for the first time in the series.
Medieval II was
easily the biggest and most visually spectacular game on the market when it shipped and it
was highly praised for this. It was also somewhat bugged when it shipped, with
the game’s AI often stymied by sieges and unexpected tactics. These problems
were eventually fixed and Medieval II
is often, even now, cited as the best game in the series for its mix of visual
splendour, tactical complexity and its excellent modding scene.
Medieval II was
the last game in the series with open source files, allowing players to modify
the game any way they wanted. Given the greater variety of troop types and
superior graphics, the Rome modding
scene moved almost entirely over to Medieval
II, and soon “total conversion” mods were appearing for franchises including
A Song of Ice and Fire (aka Game of Thrones), Lord of the Rings, Warhammer
and even Zelda. It’s likely that
fears over copyright claims led CA to dropping the open modding in later games
(which only permit modest tweaks to unit stats).
Medieval II was
expanded by Kingdoms in 2007, a major
expansion which was divided into four sub-campaigns. One fleshed out the New
World, featuring the player establishing colonies in the Americas and fighting
off hostile natives and rival colonial powers. Another focused on the Crusades
and the battle for control of the Holy Land. Another focused on Eastern Europe
and the battle for control of the region by the Teutonic Knights. The final
campaign focused on the British Isles in the 13th Century.
Empire: Total War
For the next game in the series, Creative Assembly decided
to go big. The success of the
gunpowder and cannon units in Medieval II
and Kingdoms had encouraged them to
move the time period further towards the present. They also accepted the
frequent player complaints that having naval battles being auto-resolved
was dull. Finally, they felt that players had outgrowing the map of Europe they’d
used for three games in a row and wanted something bigger and more expansive.
Empire: Total War was
released in 2009, after the biggest delay in the series to date, and featured a
new engine, the “Warscape Engine” (which has powered all Total War games since). The scale of the game was jaw-dropping.
Spanning the 18th Century, the game had three campaign maps linked together,
allowing players to sail from North America to the far east of India if they
wished, as well as fighting more focused, smaller campaigns in North America
(including the War of Independence). It was the first (and, to date, only) game
in the series to focus on North America and to feature the United States as a
playable faction.
The battle maps were more impressive than ever, with even
more detailed figures and changes to accommodate the greater user of rifles and
cannon. The strategy map featured a more complex economic and political model,
to reflect the more tangled web of family and diplomatic ties in this period,
and, most striking, naval battles were now present, featuring massive galleons
destroying one another with broadsides.
It was all very impressive, with a scale that was
incredible, but there was one slight problem: it didn’t work. Or at least, it
didn’t work very well. The game shipped with a large number of bugs, AI
problems and technical issues. CA had normally been quick to fix the immediate
problems with patches and the bigger issues with the expansion, but with Empire for some reason the problems were
more persistent and weren’t cleaned up for some considerable time.
More frustrating for players, the game was not moddable in
the same way previous titles were, and “total conversion” mods like the popular
Middle-earth game, Third Age: Total War,
were simply impossible to create in the new engine.
A digital-only expansion, The Warpath Campaign, was released, focusing on the struggles
between the American colonists and the Native American tribes, but that was it.
No big expansion, which traditionally would fix the game’s bigger technical
problems, was released, surprising and frustrating many players.
Napoleon: Total War
(released in 2010) started life as Empire’s big expansion pack, but the scale
of the game soon led CA to turn it into a (more expensive) stand-alone title.
The game focuses on the Napoleonic Wars, with the player taking on the role of either
Napoleon or one of his many enemies and fighting for control of the continent.
The vast scope of Empire was reduced
to just Europe (with sub-campaigns focusing on the Italian and Egyptian
theatres) and the game was applauded for bringing back focus and a more
constrained scope to the franchise. The game also had its own expansion, The Peninsular War, focusing on the military
campaign of the Duke of Wellington across Portugal and Spain.
Napoleon was
well-received and free of the technical issues that had plagued Empire but also criticised by fans for
not being a cheaper expansion to the base game, and also for not porting its
bug fixes and technical stability over to the older game.
Released in 2011, Total
War: Shogun II (the titles were now reversed so all the games in the series
would be listed next to one another on online services like Steam) was seen by
some as a soft reboot of the series, despite having the same engine as Empire and Napoleon. Returning to the setting of the original Shogun, Shogun II has a very small, tight and focused campaign map and
focuses on presentation, with beautiful period Japanese artwork informing the
game’s interface and animated sequences. The focus this time was on interesting
battles, with the AI able to far better-handle the more limited avenues for
advancing across Japan compared to wide-open Europe.
In this regard, Shogun
II was successful and won back some fans to the series who’d been concerned
by the situation with Empire and Napoleon. The game’s expansions were
also well-received, the digital-only Rise
of the Samurai depicting the emergence of the samurai faction in the years
prior to the outbreak of war and Fall of
the Samurai depicting the Bakumatsu Period of the mid-19th
Century, when Japan was forced to modernise at a rate that appalled
traditionalists. This expansion, which is the most recently-set Total War game, is also the first to
feature automatic weapons such as gatling guns and led to speculation that CA
was preparing to move into more advanced times, with the next game focusing on
either the American Civil War or even World War I.
Total War: Rome II
As it turned out, CA had other plans. Rome: Total War had arguably been the most popular Total War game released to date and CA
decided to return to its setting with their new engine to create an even bigger
and more enthralling game. There was a much greater focus on historical realism
than the original Rome and the game
was going to have a complex strategy mode which required the organisation of
provinces into regions, with each region granting specific bonuses and units.
The result was an unmitigated disaster. Released in 2013, Rome II was released in a heavily bugged
state, with major graphical problems and near-non-existent AI. The technical
problems were deeply embarrassing, forcing CA to release no less than seventeen major patches to try to
desperately fix the problems (with only moderate success). The game was also
fiercely criticised for its stupendously enormous map, which meant it took half
a dozen turns just to walk up the coast of Italy, and the resulting slow pace
of gameplay.
Rumours spoke of a rift between CA and Sega (who had
published every game in the series since Rome:
Total War’s expansion), who had forced CA to release the game before it was
ready. This was fiercely denied. CA did swing into action, eventually releasing
an entirely new version of the game complete with a new, elaborate campaign
based on the War of the Second Triumvirate (the civil war for control of the
nascent Empire following Caesar’s death). The “Emperor Edition” fixed most of
the technical and AI issues and was given free to every owner of Rome II, but CA’s reputation was badly
damaged. Could the series survive its worst launch to date?
Total War: Attila
As it turns out, yes. Released in early 2015, Attila had started life as a Barbarian Invasion-style expansion for Rome II but had grown substantially in
the planning into its own title. Unlike Napoleon,
which never quite escaped its “overblown expansion pack” feel, Attila easily did so. It was enormous,
with an immense scope which was increased further by its own expansion, Age of Charlemagne, which meant the game
could now depict the entire Dark Ages period of European history.
The game was critically acclaimed on release. It was free of
the problems that had blighted Rome II
and was inventive and impressive. Total War had gotten its mojo back.
Since the beginning of the franchise, fans had suggested
that the game’s engine would be a great fit for not just historical battles,
but also epic fantasy ones. The mods for Rome
and Medieval II had showed the
potential of this, particularly the spectacular and popular Third Age: Total War mod which provided
a strategic map of Middle-earth and recast the factions as Mordor, Gondor,
Rohan, the elves of Lorien etc, all fighting the War of the Ring.
Sega, which had bought CA in 2005, had also recently
acquired the rights to the Warhammer
fantasy world from Games Workshop. They suggested that CA shift gears and make
a game based on the Warhammer world
for its next title. CA were keen to do something fresh that would completely
invigorate the franchise, and relished the challenges that would come from
introducing elements such as flying units and magic to the series. However,
they were also concerned about losing fans who were not interested in fantasy
games. When Total War: Warhammer was announced,
they made it clear that the historical games were going to continue as well,
with Warhammer as a side-project,
albeit an ambitious and lengthy one.
The result was highly successful. Released in 2016, Total War: Warhammer (alas, they were
unable to call it Total Warhammer)
was the fastest-selling game in the series and brought in a whole load of fantasy
fans who had never sampled the series before. The traditional Total War rules and structure was
tweaked to better fit the setting and the four main races (plus the numerous
other ones introduced in DLC) gave the series its most diverse roster and feel
to date. Some fans complained about the focus on “hero” units, but there was little
doubt that the game had reinvigorated the series.
More was to come. In 2017 Total War: Warhammer II was released, expanding the story to
incorporate the western continents of the Warhammer world. An optional mode, Mortal Empires, was also released which
combined the Warhammer and Warhammer II maps into one massive
campaign map, the largest ever officially supported by Creative Assembly. The
game had even better reviews than its predecessor, and likewise sold well on
release.
The Future
The healthy sales of the Warhammer games have assured that
CA will have the freedom to continue the Total War series for many years to
come. They are developing a major new expansion for Total War: Rome II, Empire Divided, which may also more fundamentally fix the
problems with that game, for release in 2017.
In early 2018 they will release Thrones of Britannia, the first game in the Total War Saga sub-series, a series of games with a narrow geographic and historical focus. This game will focus on Alfred the Great as he tries to unify the kingdoms of Britain together in the face of Viking incursions and opposition from local leaders.
In late 2018 the historical Total War series will also return with a vengeance, with a major new game focused on a never-before-visited era of human history. Fans had speculated on a WWI or American Civil War game, but others have suggested that the franchise may return to its roots and finally develop a game set in ancient China, as they’d planned before switching to Japan. In January 2018 this was confirmed with the announcement of Three Kingdoms: Total War, the first Total War game set in China.
In 2019 Creative Assembly will also release Warhammer III, rounding off their excursion to the Warhammer universe, probably with a visit to the Dark Lands east of the Old World.
In early 2018 they will release Thrones of Britannia, the first game in the Total War Saga sub-series, a series of games with a narrow geographic and historical focus. This game will focus on Alfred the Great as he tries to unify the kingdoms of Britain together in the face of Viking incursions and opposition from local leaders.
In 2019 Creative Assembly will also release Warhammer III, rounding off their excursion to the Warhammer universe, probably with a visit to the Dark Lands east of the Old World.
The success of the Warhammer
series also suggests that we could see the series branching out to other
fantasy worlds: a visit to Middle-earth or Westeros could also be on the cards for
the venerable series.
Whatever the case, the future of one of PC gaming’s longest-lived
gaming franchise seems very bright.
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The Last Roman campaign has escaped a mention.
ReplyDeleteI didn't list all the DLC because there's an enormous amount of it, just the big expansions.
ReplyDeleteOh, I see now that three Rome II campaigns were also skipped. Well, I would count full extra campaigns - with some of their own mechanics - as big expansions (only 4 you didn't list in total, then), while indeed the rest of the DLC is of course individual faction and unit unlock peanuts. Wrath of Sparta for Rome II also makes for the earliest setting, not Alexander (since you don't only count base games).
ReplyDeleteGreat familiariser (I'm just nitpicking a bit ;))!
Fair points. I'll update the list.
ReplyDeleteGreat timing - I just read about the new release in this series and knew nothing about it but was interested. Now I know, and I'm still interested!
ReplyDeleteYour dates for the Warpath Campaign are wrong, the campaign starts in 1783 and ends in 1825. I'm almost positive.
ReplyDelete.
ReplyDelete