Saturday, 6 June 2026
Creative Assembly unveils ALIEN: ISOLATION 2
Thursday, 4 December 2025
Creative Assembly announce TOTAL WAR: MEDIEVAL III, confirm another game announcement for next week
Thursday, 25 May 2023
Total War Franchise Familiariser (revised)
In the last few days British video game developers Creative Assembly have announced their latest Total War video game, Total War: Pharaoh. The Total War series is now one of the biggest-selling strategy video game series of all time, shifting more than 40 million copies of sixteen 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, and its lead is now very narrow. 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.
Note: This is a revised and updated version of an article originally published in 2017.
- 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
- Yellow Turban Rebellion (2019) - The Three Kingdoms, China, 190-278
- Eight Princes (2019) - War of the Eight Princes, China, 291-306
- Mandate of Heaven (2019) - The Yellow Turban Rebellion, 182-278
- A World Betrayed (2020) - China, 194-278
- The Furious Wild (2020) - The Three Kingdoms, China, 190-278
- Fates Divided (2021) - Battle of Guandu, 200
- Troy: A Total War Saga (2020) - The Trojan War, 1194-1184 BC
- Total War: Warhammer III (2022)
- Total War: Pharaoh (2023) - The Great Bronze Age Collapse, 12th Century BC
Saturday, 16 April 2022
Total War: Rome Remastered
The Roman Republic is expanding in all directions, bringing more civilisations around the Mediterranean into its sphere of influence. A canny new family leader arises and is given the task of expanding the Republic. But will they be happy with just doing that, or will the allure of conquering Rome itself prove too strong?
You could make a good argument that late 2004 was one of the greatest periods for video game releases ever. In rapid succession, Grand Theft Auto: San Andreas, World of WarCraft, Half-Life 2, Counter-Strike: Source, Halo 2, Vampire: The Masquerade - Bloodlines and Knights of the Old Republic II were released to a joyful public. Also in that mix was Rome: Total War.
Rome was the third game in the Total War series that began with 2000's Shogun: Total War and then expanded with 2002's Medieval: Total War. However, it was a startling reinvention of the series, both graphically and in terms of how it played. The basic premise of the game was the same: you establish an empire through military conquest, building armies and developing your civic infrastructure to build better troops. You switch between an overhead, turn-based strategic map on which you build and move your armies, and engage in side-activities like assassination or spying, and a 3D real-time battle map in which armies clash and you control your forces directly.
Rome seriously upped the presentation though. For the first time, both the overhead map and battles were in full, glorious 3D, packed with detail. Moving around the map you can see trade caravans moving between cities, cargo ships ploughing the Mediterranean, lava spewing from active volcanoes and the land turning white as winter advances. The attention to detail was amazing in 2004 and, now rendered at much greater resolutions, still impresses today. The 3D map is now divided into tens of thousands of individual tiles, which are used to generate the map for any battle that takes place on that tile. This makes the game much more immersive; if you fight a battle next to a city, that city will be visible during the battle. If it's a coastal battle with a fleet nearby, you can see the ships in the distance as combat commences. Fight near a major landmark, like the Pyramids or Colossus of Rhodes, and that landmark will likewise appear in the distance. The strategy map and the battle map feel like a unified whole, unlike the earlier games in the series and, bafflingly, most of the later games.
Battles are the main appeal of the game and in 2004 Rome offered the amazing vista of armies that looked and felt real (barring the scale, which is often significantly smaller than in reality). Roman units can use their javelins - pila - to inflict heavy losses on an enemy unit before closing to melee combat, archers can send arrows hurtling into combat (difficulty levels determine if friendly fire is possible), and cavalry can smash into enemy flanks and send individual soldiers flying. Roman legionaries can employ the Tetsudo formation to minimise missile damage, and Greek hoplites can lower their massive spears to inflict horrendous damage on cavalry. The earlier Total War games used 2D bitmaps on 3D backgrounds to depict battles, but Rome renders everything in full 3D. It was so impressive in 2004 that it even generated a spin-off TV show (Time Commanders).
The battles are excellent and the strategic gameplay was revolutionary at the time and still strong today. The game did innovate by also being more of an actual economic/empire-building game, rather than just a pure strategy game. Cities in Rome have no limit on what can be built in them, so you are free to construct buildings to recruit new and more advanced military units; ones that help eliminate squalor and improve public hygiene; ones that improve income; and ones that entertain the masses so they forget about their daily woes. Keep the people happy and prosperous and you can build a colossal empire spanning the continent. Fail to do so and you will fail, mired down in constant rebellions and religious strife.
The city-building part of the game is excellent - there's more than a bit of Civilization in it, though you can't build cities completely from scratch - and surprisingly detailed (you can even view your peaceful cities in full 3D at any time, a feature missing from every other game in the series). More recent Total War games have gone in a very different direction by giving each city only a few "slots" for new buildings, severely limiting what you can do with them in an attempt to re-orient the focus on the battles. Understandable from one angle (rotating through up to 50 cities in the late-game to see what needs to be built does become a problem), but disappointing from another. Total War is fun when it sprawls and the period from Rome to Shogun II is when it sprawled most engagingly; later games have eliminated that sprawl (at least in terms of detailed city-building and managing numerous armies simultaneously), to the joy of some players but the disappointment of others.
Rome Remastered improves the graphical quality over the original, replacing the identikit armies of clones with a variety of faces and individual armour variations, although battlefields do tend towards happening on flat fields and cities tend to look very samey (problems resolved in Medieval II). This period of the Total War series has been criticised for a focus on sieges and those used to the modern games may take some getting used to the sheer number of engagements happening on city walls or holding gates against invaders. However, the quality of sieges has been upped by improvements to AI. Although the AI is still capable of occasionally baffling behaviour, there has been a notable upgrade since 2004 in both strategic and battlefield AI. In particular, the AI will punish the Roman factions for following orders from the Senate too vociferously, embroiling them in multiple wars on multiple fronts that can quickly sap their strength. Weaknesses from the original game have been largely negated and many improvements made in terms of the user interface (being finally able to reorganise the arrangement of units in the UI is a huge relief) as well.
The biggest weakness of Rome is arguably the same one it had in 2004: the game really hates it when you're not at war with someone and will often have smaller, weaker factions attacking you just to get some action flowing again. Sure, the franchise title is Total War, but the game's relentless insistence on being all battles, all the time and denying you much time to rest and regroup between conflicts can be wearying, not to mention bafflingly illogical.
In terms of the package, it also includes the original Rome expansion, Barbarian Invasion, and the later Alexander expansion, notable as an early digital-only expansion (it did get a physical release some time later, though). Barbarian Invasion is set in the twilight of the Roman Empire as it teeters on the edge of collapse and is significantly tougher than the base game. Alexander is a narrative-based game following the life and career of Alexander the Great (narrated by Brian Blessed) through a highly-focused campaign. The campaign is more limited than a standard Total War grand campaign, but it's still a lot of fun, and a good example of how a short, detailed Total War game can be as much fun as a sprawling, epic game lasting many tens of hours. Disappointingly, though, the Sons of Mars mini-campaign included in the original Rome is missing, replaced by a very bare-bones tutorial.
As the Total War series has gone on, it has become more divisive amongst its fanbase. More recent games have focused on hero units, special abilities and cooldowns, simplifying unit recruitment, army management and sieges. For those who've enjoyed that movement, Rome might feel too complex, sometimes too ponderous and too enamoured of micro-management. For those who prefer having much finer, more granular control of their empires and armies, Rome Remastered (****½) is a deeply rewarding, enjoyable turn-based strategy game and a very solid real-time battles game. Improved graphics, controls and UI make this one of the finest remasters in recent memory. Roll on the inevitable Medieval II remaster!
Total War: Rome Remastered is available for PC and on mobile devices now.
Tuesday, 13 July 2021
Relic Entertainment announces COMPANY OF HEROES 3
Thursday, 25 March 2021
ROME: TOTAL WAR REMASTERED announced for release next month
Wednesday, 3 February 2021
Creative Assembly and Sega confirm TOTAL WARHAMMER III for 2021 release
Monday, 13 April 2020
Valkyria Chronicles 4
Valkyria Chronicles was released in 2008 and was a modest success on the PlayStation 3 console. The publishers, Sega, decided to continue the franchise on handheld, with Valkyria Chronicles 2 and 3 being exclusive to the PSP (and Valkyria Chronicles 3 never being released outside of Japan). The franchise remained a low-seller, and may have faded into obscurity if a PC port of the original Valkyria Chronicles had not been a surprise massive success in 2014. This led to the release of a spin-off game set in a completely different universe, the ill-conceived Valkyria Revolution and, finally last year, Valkyria Chronicles 4.
Set alongside and after the original game and before the events of Valkyria Chronicles 2 and 3, VC4 is effectively the second game in the series, as well as being the closest in tone, style, interface and controls to the original Valkyria Chronicles, so it can be played safely without any knowledge of the other games in the franchise.
As with the original, the game is set during the Second Europan War and sees the player control a squad of soldiers in the fight against the Empire. You have a large roster of soldiers to choose your main squad from, consisting of important story-critical characters (who can't die, but sometimes losing them mid-battle can result in an instant fail) and other recruits who can be killed permanently. In Valkyria Chronicles 4 these side-characters are much more important, with many of them having their own solo or group missions which will not trigger if any of them fall or aren't levelled up, so both preserving your troops and using a wider variety of them is encouraged.
As before your troops fall into several classes: Scouts can move huge distances but do relatively little damage, although once you upgrade them they can be formidable; Engineers can move almost as far but are less effective in battle, and are better-used for resupplying troops with ammo, repairing tanks and healing; Lancers are hardy anti-tank troops; Snipers can take out enemies at extreme range; and Tanks are, well, tanks, formidable machines with great anti-personnel and anti-armour capabilities but tend to attract the fire of every enemy on the map. To this roster this game adds an Armoured Personnel Carrier (which can pick up troops and deposit them elsewhere on the map) and the Grenadier, a formidable class which can target enemies at range with indirect fire, and can specialise in anti-personnel or anti-armour tech trees.
On each turn you have a number of ability points. You can move each character a set distance and then either fire their weapon, throw a grenade, heal or use a special ability. Classes vary wildly in their capabilities: Snipers can't move far but make up for this with lethal range, whilst Scouts can move halfway across most maps in one go, but are less capable in combat until they've upgraded their weapons and skills. Characters can move more than once per turn, but on their second turn they have half the ability points of their first turn, then half again and so on. You can trigger reaction fire from enemies if you get too close, so you have to be wary of where you're moving troops to, what enemies they may encounter and if there is cover they can use (which dramatically reduces damage).
Valkyria Chronicles 4 improves on the first game by re-balancing the classes, so units like Shocktroopers whose low movement points made them relatively unappealing are now much more versatile, whilst upgraded Scouts can no longer win entire missions by themselves in the late game stage, which was an issue in the first title. Otherwise, Valkyria Chronicles 4 plays exactly like the first game, down to even using mostly the same music, sound effects, UI and controls. I must admit it's a bit odd playing a game released in 2019 to find it being a virtual clone of one released in 2008. Even the usual difference you'd expect - much better graphics - isn't really the case because the Valkyria Chronicles series uses a highly stylised, painting-like style for its art which means the two games do look very similar.
It doesn't help that the writing and characterisation in Valkyria Chronicles 4 is a big step back from the original. The new characters are mostly walking archetypes with little or no actual character (lead hero Claude is an absolute blank slate with no discernible character traits other than "good leader"), or are horrendous cliches (Raz is appallingly badly-written throughout the game, and his character's eventual fate seems based on the mistaken idea that he is likeable at that moment). The secondary cast of optional recruits is a lot better fleshed-out than in the original game, which is good, but when the main cast is so bland and they're the people that 90% of the game and it's stories revolve around, it's a big problem.
If it was possible to ignore the ham-fisted writing and the cliched storytelling and just enjoy the actual gameplay, Valkyria Chronicles 4 (***) would be an easy recommend, especially to people who already enjoyed the first game. The combat missions are pretty solid, the new Grenadier class is pretty cool, the side-characters are much more interesting and the individual missions are a bit more forgiving than the first game. But as it stands, you can't, with the story, cliches and more obnoxious characters rammed down your throat at every opportunity and a good quarter of the game spent clicking through story episodes before you can actually play the missions. Combined with an absolute overload of content which makes the game seriously outstay its welcome, and a decidedly ridiculous price tag (at this time of writing), these make the game less attractive than simply firing up Valkyria Chronicles for another run-through, which is a huge shame. The game is available now via Steam on PC, and also on PlayStation 4 and X-Box One.



































