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Total war: Warhammer (Complete analysis)  Total war: Warhammer (Complete analysis)

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Do you think of something better than a mix between the strategy of Total War and the universe of Warhammer? Us neither. Creative Assembly provides us with Total War: Warhammer a brilliant exercise with sufficient hours of entertainment to keep us entertained long. Magic, RPG factor, more customization than ever before and identical epic for this analysis of the war in 2016.

No one can accuse Creative Assembly of no risk. With a brand as well established as it is Total War, precisely which has given them fame while in recent times have made successful forays into other genres and proposals, striking that have dared with a small revolution. In April of 2015 was long a proposal that the majority seemed an extraordinary pairing, Warhammer and this series of strategy together in a game that was revealed to be the beginning of a trilogy. So it plans to something deep, to long term and meditated with attention; and with the good feelings that leaves this first release are sufficient reasons to wait with optimism the other two deliveries.

To take account of the jump so brutal that it assumes this Warhammer Total War series must realize that had more than one dozen of deliveries of this franchise set in real historical eras. Although Creative Assembly has taken many licenses, that in fact it has been doing over the years, certainly along the IP it has been quite friendly with certain aspects of what certain factions allowed or not their presence in various video games. The landing of the Games Workshop in an IP so robust and established work could mean many things, a radical shift or a continuum over. Neither one thing nor another, the British team committed to introduce some very interesting proposals in its known formula of renowned and veteran working to achieve freshness thanks to the magic, the emphasis to that different sides are more different than ever and the factor of the infinity of elements clearly out that make their debut.

Welcoming the fantasy

Warhammer is synonymous with humans, dwarves, Orcs, goblins, vampires and a melting pot of races and factions competing on a Board for the mastery of his world. That is the spirit that seeks to capture Creative Assembly and is certainly been achieved. Output have four factions that we can pick in Total War: Warhammer, a figure that can sound a bit meager home but responds precisely to the intention of the British study offer one smaller number, although a greater differentiation between the different breeds from what we saw in a previous episodes that they opted for the opposite: enormous numbers of sides to choose , but with few differences between the two.

Four factions, and thus four campaigns, it may sound to some, but the sides are very different among themselves, and already has been promised one more free.
For example, dwarves are described by the title as the most advisable faction to begin with the initial challenge, which is fixed for them in easy level. The reason? It has to do with the fact that it is a well balanced faction, with units resistant to magic and strong leadership, many economic and commercial capacity and enormous potential in terms of technology. Your weakness? More than tolerable, and ideal for newcomers: expensive costs of recruitment and maintenance of troops and small limitations like the absence of cavalry. All this, naturally, very respectful with what is the faction within this universe.

Do you think of something better than a mix between the strategy of Total War and the universe of Warhammer? Us neither. Creative Assembly provides us with Total War: Warhammer a brilliant exercise with sufficient hours of entertainment to keep us entertained long. Magic, RPG factor, more customization than ever before and identical epic for this analysis of the war in 2016.

No one can accuse Creative Assembly of no risk. With a brand as well established as it is Total War, precisely which has given them fame while in recent times have made successful forays into other genres and proposals, striking that have dared with a small revolution. In April of 2015 was long a proposal that the majority seemed an extraordinary pairing, Warhammer and this series of strategy together in a game that was revealed to be the beginning of a trilogy. So are plans to something deep, long-term and thoughtful attention; and with the good feelings that leaves this first release are sufficient reasons to wait with optimism the other two deliveries.

To take account of the jump so brutal that it assumes this Warhammer Total War series must realize that had more than one dozen of deliveries of this franchise set in real historical eras. Although Creative Assembly has taken many licenses, that in fact it has been doing over the years, certainly along the IP it has been quite friendly with certain aspects of what certain factions allowed or not their presence in various video games. The landing of the work of Games Workshop in an IP so robust and established could assume many things, a turn radical or a continuum over. Neither one thing nor another, the British team committed to introduce some very interesting proposals in its known formula of renowned and veteran working to achieve freshness thanks to the magic, the emphasis to that different sides are more different than ever and the factor of the infinity of elements clearly out that make their debut.

Warhammer is synonymous with humans, dwarves, Orcs, goblins, vampires and a melting pot of races and factions competing on a Board for the mastery of his world. That is the spirit that seeks to capture Creative Assembly and is certainly been achieved. Output have four factions that we can pick in Total War: Warhammer, a figure that can sound a bit meager home but responds precisely to the intention of the British study offer one smaller number, although a greater differentiation between the different breeds from what we saw in a previous episodes that they opted for the opposite: enormous numbers of sides to choose , but with few differences between the two.

Four factions, and thus four campaigns, it may sound to some, but the sides are very different among themselves, and already has been promised one more free.
For example, the dwarf are them described by the own title as the faction more recommended for start by the level of challenge initial, that is set for them in easy. The reason? It has to do with the fact that it is a well balanced faction, with units resistant to magic and strong leadership, many economic and commercial capacity and enormous potential in terms of technology. Your weakness? More than tolerable, and ideal for newcomers: expensive costs of recruitment and maintenance of troops and small limitations like the absence of cavalry. All this, naturally, very respectful with what is the faction within this universe.

The landing of the Games Workshop in an IP so robust and established work could involve many cosasEn a slightly more temperate zone are the human empire and the vampire counts, very varied in the case of the composition of the armies in the first but extremely fragmented in terms of their arrangement on the stage, causing many internecine wars. The latter, on the other hand, the undead are fantastic as to the use of magic, its ability to recruit troops and how easy it is to provoke terror in the enemy, but are more limited than any in terms of the typology of settlements that can deal with. Skins green, finally, brings together goblins and Orcs in a same faction and are the least recommended to start since they represent the highest challenge. Its rudimentary nature prevents them from trade or have a too deep tech tree, find it more difficult to boost their income and they can only capture territory from other factions of his race or dwarves. On the other hand, are compensated with their wild destructive power and with the cheap which is to recruit and keep its troops. They are the logical equivalent to barbarian tribes.

It is a wonder to see how have been treated scenarios and characters almost by way of figuritasLlama attention, that Yes, that water has less importance that in historical deliveries to, set in the Mediterranean, gave enormous relevance to marine units, however that does not mean that there is both trade routes as military across the seas to exploit , but with a tiny detail level. What is a disappointment is the fact that is has renounced marine battles as such, and is that while we can use the waters for the movement of troops, the truth is that if we try to combat game from them prevents it us. We say goodbye, therefore, to the incredible sieges from the waters to cities that we had seen in previous installments, where amphibious combat allowed us to orchestrate majestic clashes in which coordinate the disembarkation of troops or attack these from the seas to the positions of adversaries. How this fixes everything offshore? If we want to, for example, besiege a port settlement with troops by boat have to wait a turn so they landed and then do so by land, and if the confrontation is between two armed only we can solve it automatically without taking part of it. A shame since, as we say, it was a slope more than it enriched the formula Total War since its implementation makes deliveries, because there was much potential at Warhammer races to achieve something extraordinary and unique as, for example, the Empire or the vampire counts well known especially these last for their dangerous commanders plying the seas.

Because we make them within the campaign or outside it as separate battles, the adventures are one of the major holders of this Total War set in the Warhammer universe.

Moreover missions factor is still present, although much more developed on this occasion. Already had begun to see makes some deliveries of Total War it implementation of this style playable to give to the player of goals clear in their shifts to the margin of the General and free of conquer X number of territories or submit to such or which faction. I wasn't too Treaty in preceding episodes by the simple fact that is intended to only provide some guidance to the amateur who saw something passed by the excessive freedom of the Board component program shift. On this occasion, on the other hand, one step beyond, is offering one much larger and with a more treated possibility in depth in terms of rewards and choice. Sometimes arise randomly even referring to regions as far away, it is simply physically impossible to comply with them; However, when everything is aligned and have the option of completing them you get succulent bonus that make it really interesting to abandon our usual chores and try to overturn them. There are very similar to in previous games of the series as the of, for example, to retrieve a lost city, done with another that is tactical interest or beating a faction specific, however there are also other more succulent quests called adventures in which we must fight a battle epic in places on the stage against very powerful armies and in which of course, we must take part without the possibility of simulating them to us with their rewards: featured by the rare objects that are, as in a RPG, and also heroes and other incentives.

The RPG Factor

This emphasis by items, and likewise by the missions and objectives fits well clear with the introduction of some elements out coming to fatten their presence which already had in previous releases of the franchise. There has always been a progression of troops and commanders more than battles, made of these persistent evolution units that rewarded those who managed to keep them alive and punished harshly who, flawed decisions or lack of caution, lost them in combat.

All that remains in place, but now we can do much more with the units, especially with those that have a certain range as the Heroes or the Lords. Both have their own skill trees, divided in three for the first and two for the seconds, but always extremely detailed and with many unique possibilities to customize its evolution level to level, however the thing is not there, but it also can detail what take place, what weapons used or which mounts used, all with specific attributes and advantages that should be studied. At the end and at the end with the progress of the campaign we will have a series of objects that we have collected in our battles and adventures, and decide who are spending them depends on a factor most able to lead successfully to their hosts, among other many abilities that we can enhance or differential that it can make more resistant to our commanders, more effective in combat melee.

Each faction has two options as to which character we want to employ to lead our side, one is the so-called leader of the faction and the other an expert Warrior or a wizard based on the chosen race. The difference between, for example, assume the vampire counts campaign with Mannfred Von Carstein leader or the sorcerer Heinrich Kemmler is not going beyond differences in deep contexts we outlined at the beginning of the game, in which each have their own adventures, in the different effects of the faction which provide one or the other and which do not go beyond reductions in costs of maintenance or enhancement of speed and, finally, the additional units that offer home. But, for example, they start out from the same points, with the same relations with the kingdoms of the same race around them and from the same settlement of starting. However, how volquemos experience in the skill points with each one of them if that will make a difference, since as its name indicates a they are more predisposed to combat and other magic.

Be able to customize with skills, companion, objects, and frames to our characters is one of the best parts of the title.
However, these are not the only characters that we must bear in mind, is that the old always useful agents, such as spy or missionaries of games record for example, are now replaced by these multi-tasking figures who are the heroes. As in the case of its predecessors we dedicate them to sabotage structures enemy or try to assassinate leaders of the opposite sides, but now we can also do to fight by our side in the clashes and that become one figure of importance, and that, as we can personalize them as Lords acting more as a former generals on the battlefield they will be very useful to fatten the effectiveness of our army. As the reader will already able to guess at this point in the analysis of Total War: Warhammer, it is flexible formula, let us turn our faction into something more organic which never and that everything is to our whole decision. All a step forward for a franchise that had always allowed huge liberties in this field, but which had never carried them as far as this time.

But the thing is not on the characters themselves, but that, as if were little and in a decision that we liked the articulation of each side changes a lot. The dwarves on the one hand have his book of grievances to see what should you who in each phase of their war, while in humans we can manually have the political positions of our faction among all our men to consolidate the shape of our empire. Charges as the Emperor may be something obvious, right? But we will have to pay much attention to who we want to be the Treasurer, for example, because it offers economic benefits according to us who name for that office, or who are since Marshal shooting capabilities of recruitment or experience for the troops. One more detail when it comes to delve into these elements of personalization and not of micromanagement of the character as which they have described, but also to the provision of an empire in full which will make that we should move more part shifts dumps in controlling all the ins and outs of this. A decisive factor for the maniacs of the control of everything to do with our side that we just being almost all regulars of the Total War series.

Technological cutting trees vary depending on the faction, and although the bases are the same there are small surprises.
Do we have to maximize our presence on the map? Take into account aspects such as corruption, that in the case of vampires allows us to lead vampire rebellions in the event that this grow enough and that we will have to control if we are to put the case, human; or knowing that trade and diplomacy can be elements that will topple the balance to our side. This last account with an interface similar to the previous installments, but also with some aspects of the gentrified to make it something more clear. Relations with foreign powers are based on breeds that we know by proximity, and always we ask any offers to try to create alliances, ensure our military passage through their lands or, simply, sign pacts of non-aggression or mere commercial interest. Win and meet all the targets is feasible with militarily, especially in the crude Orcs, but if we want a game more complete carry out alliances and treated people with military objectives common is a great way to ensure closing fronts.

The epic of combat

If for something they have highlighted the Total War since its inception is wonderful and magnificent execution of its unwieldy combat in real time. Their imperative desire to introduce thousands of units on screen reached hardly controllable ends in some past episodes, but in Warhammer appears to enjoy a more refined formula, and have achieved a balance that significantly benefits the player. Yes, it is true that sometimes it is still easy to lose some perspective of what is happening, especially when two complete armies at their highs of 20 squadrons begin to add reinforcements by one and another side, but in that support the aforementioned strategic perspective of overhead character and already well known possibilities to pause the action, slow it down or speed it up to the taste of the user.

Some of the special abilities of the dwarves are fascinating. We reset our troops or even launch a breath of fire against the enemy.

Morale is still very important, and in this sense the award of the banners to get leadership bonus, for example, is a factor that comes in handy. Some races have special facility to undermine the spirit of their rivals or terrorize them, but the balance is served, so there is much worry about possible imbalances in this field; but to assess them properly, as usual, will have to wait for the thousands of fans invest hundreds of hours of gameplay that can provide you valuable feedback to the Creative Assembly and allows them to carry out adjustments here and there through patches and updates. In this same sense the intelligence artificial seems follow the franco progress that experience in the series delivery to delivery, and that still shows some vulnerabilities but that advances without fainting to be a rival to the height. In the battles in real time using their usual tactics of search we Tickle through the flanks and through ambushes and new units that are introduced in the formula of the series are now capable of causing us more than one nasty surprise. In case outside little met promises in terms of this response in attacks on settlements, both defensive and offensive, and when compared with his predecessor, there was a net improvement in terms of the allocation of functions to troops that it exerts, in what used to be wrong causing serious deficiencies in the realism of the fighting. Something that is particularly useful on this occasion taking into account the variety of troops that can be put at stake in each match. Strategic map enemies led by "the machine" are somewhat more sober, which means that neither for good nor for evil carry out too many amazing maneuvers. If striking, that Yes, a certain something soft attitude at certain times when we are on the ropes, sometimes offering nothing advantageous pacts for them when they are in a clear situation of superiority and that they could to erase in one fell swoop of the map if they wanted to.

The artificial intelligence seems to follow franco progress experienced in the series delivery to entregaY is that there are a good handful of signings that allow this fantasy universe as infantry. We are still finding very traditional units as the standard infantry, Cavalry, tanks or machines of war with the peculiarities of each faction, but he has exploited to introduce very interesting figures to revolutionize the field of battle as the aforementioned heroes (Paladins, necromancers, sorcerers, maidens...) or monsters and beasts, with Varghulfs, Pegasos, trolls and Giants... All of them have their peculiarities, and confer not only a huge identity to each faction, but with its peculiarities contribute great things to the player. On the other hand the presence of units areas, some dwarf vehicles for example, or the vampire bats, is zanjan sparingly. Its movement is identical to the of the of infantry, only that they have the advantage of being metres above the ground and the consideration of being more fragile than these. It remains to be seen how to resolve the already announced presence of the always fascinating Warriors of chaos, that have been revealed as the first downloadable content for the video game and that will free download for those who reserved the title at the time. Its possibilities and peculiarities for combat, as well as the presence of three Lords for the campaign, is a lot of promise; Although it is even to a greater extent the announced offer of full support of mods that will offer tremendous possibilities by fans.

Make a zoom is a double-edged weapon. The graphics engine you see the seams, but leaves us some epic moments.

In another order of things, there was much interest among players when it comes to check how is zanjaría all matters relating to the use of magic in the fighting. It ends up being a factor important, but not desequilibrante and all Lords have special abilities that give them advantages radicals in clashes, and have to wait a few seconds for it to recharge after each use. In the same way works magic, we have a few points for each battle that will regenerate according to our capabilities and a series of spells that we can use to, for example, revitalize Allied units, to punish enemy or, for example and one of the most spectacular of the vampires, raise armies of undead ground and direct them against the enemies. An authentic enjoyed, that not only allows an extraordinary synthesis of Warhammer and Total War, but fits perfectly with the idiosyncrasies of this latest brand. With some of the factions even we can carry out a bet at the time of the deployment, with the possibility as it is logical win or lose. He is an interesting factor when it comes to injecting an unpredictable component to the whole, and is that investing some magic we can improve those winds of magic circulating on the strategic plane and thereby improve the effectiveness of this and its speed of reloading in the battles in real time.

The possibility to carry out quick battles in which us personalize our troops and those of the rival forces, nor the default battles could of course not be missing. Here the historical old are replaced by the adventures of the campaign itself that we can familiarize ourselves prior to jump into that mode if we want to, or review where we left wanting more. On the other hand also fails to its presence multiplayer, which has already been many deliveries being bulwark of the countless hours that can be reversed in a Total War. Few surprises in this field, battles to detail for between two and eight players with authentic endless maps divided into sieges, battles standard, ambushes or underground confrontations; and campaigns for two where we can decide if we want that the battles are resolved automatically or manually, the time shift and if we want to co-operate with the other player or, instead, to deal with it.

Crucible of races

While the gender of the strategy not always offers the possibility to them studies of present large regarding Visual, it true is that in Creative Assembly always have attained that them Total War are videogames of extraordinary paragraph graphic. With Warhammer not resigned to that intention, but at the same time fighting certain optimization problems that took some of the previous games. This means that, if you take a look at the minimum and recommended requirements, you'll notice that it is a title that is easy to accommodate a large range of equipment for its generous range of Visual options to detail, and is demanding when it comes to display it in high visual quality.

That Yes, you can say that it is harsh, but fair. In the usual test team drafting of high-end, an i7 4.00 GHz, 16GB of RAM and a GTX970, the results have been very positive, with a 1920 x 1080 resolution and all the options in Ultra activated by default and recommended a minimum antialiasing to achieve a flow of between 50 and 60 frames. What if we have noticed is that, for any reason, when extended hours are played the game begins to suffer a certain lack of fluency and agrees to restart it, something strange certainly related to memory usage and that trust is resolved with some kind of patch. With a range close to the minimum requirements and more modest team should carry out serious cuts to move it with the desired fluidity, as it is logical, but no observable large irregularities in this.

Admittedly, the use of engine Warscape now keeps running something outdated, it was already a few years ago, but the truth is that the game achieved a very robust set thanks to the mix of a very good graphic performance supported by an extraordinary artistic direction as a starting point. As well the limitations of the engine are there, and continuing to guarantee absurd things like collisions without trying or animations of execution suffered due to the poverty of the clashes between units one against one. It must be recognized that Creative Assembly has been years putting patches here and there to improve the performance of the tool-based makeup, basically, and must also make it clear that with this installment has achieved their best gains. It goes without saying that all these shortcomings are only perceived maximizing the zoom or using already known camera unit that allows us to see events at ground level and causing, on occasion, quite inconceivable situations in the year 2016, but it must also be said in favour of the British study that these adjustments help and much to improve the whole. We are talking about elements that are only possible in a world of fantasy, clear, and that surely it was not experimented with them in previous episodes. We refer to shock waves, halos of spells and other fantastic cut resources that conceal the absence of certain animations or the absence of certain physical relationships between the units.

The game achieved a set very robust thanks to the mix of a very good graphic performance supported by an extraordinary address Artisticapero stay with this is do it only with the negative, clear, and the game offers extraordinary revenues in everything that does not include the obsessive attention by the smallest detail in a game of scale so monstrous that it has which occupies us. Map shift is example of elegant setting in scene and clarity of information, interfaces offer the usual mimo by aesthetics, design and cosmetic personality together with enormous functionality and thumbnails of the units listed in this are very well-kept and boast of great character. In the field of battle? Also amazing news. Majestic troops of very different kinds wrestle with huge natural, with all the credit that you have, and boast a design that impresses. All in scenarios manicured, collecting witness Warhammer with exquisite taste and become strong in his impressive Gothic structures, for example, in the case of vampires or dwarf majestic structures.

History to fantasy

In Creative Assembly they have specialized in such a way to make video games of strategy and historical character that it seems that they have not done anything, but the truth is that before his debut when establishing the Total War Shogun with saga, they had already shown inclination by the sport game, the action and even by the speed. Therefore not surprising anything in recent times have created works so great and far removed from his usual genre as Viking: Battle for Asgard or the extraordinary Alien Isolation. With that desire to reinvent itself and cope with new challenges have turned in an IP as important as Warhammer Fantasy and, in the future, will do it with another which means even more for players from all over the world: the adventures of Master Chief, with his expected foray into science fiction by the hand of Halo Wars 2... But, that's another story.

As for the audio, Total War: Warhammer landed with the usual dimensions of quality in relation to production values which boasts the franchise, and is that the British study, the hand of SEGA in the distribution, used to deliver great results in this field. Extraordinary music, something important to both quality and variation for a title in which we invest so many hours, and very good audio effects are its principal signs of identity. In regard to the dubbing, this is partial to our language... us explain. The voices most important and numerous, as the Adviser that brings help messages during the game are in Spanish, and with very good work of interpretation, incidentally, roars into battle and the cries of war commanders and warriors are in English, as it has become traditional in the series. This time with more reason, and is as impeccable as the vampires or the orcs voices to enjoy an unbeatable finish in original version.

There was enormous curiosity to see how sat you at Total War the tuxedo of luxury which is Warhammer, and the truth is that you will be like a glove. The little reprehensible formula playable from Creative Assembly fits perfectly with the fantasy of Games Workshop and provides us with one of the most memorable of which is one of the sagas of reference. Epic battles, countless hours you invest and more control than ever over our hosts to a new jewel of the strategy.

· The different breeds are well represented.
· The introduction of these factors of customization and evolution so care.
· The presence of magic far seems stuck with a shoehorn.
· "Only" four campaigns, Yes, but huge differences between them.
· The complete disappearance of everything that has to do with the marine combat.
· AI, despite being the most polished of the saga, still showing some specific shortcomings.
· Accustomed to the usual numbers of series, four factions sounds a little.





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