"Total War: Warhammer" Review
Not only in terms of atmosphere, the game does not depart from the first impression - at first glance the new Creative Assembly game is not much different from the first part. If you are looking for a revolution, you will not find it here, but if you are looking for one of the best strategies in the universe created by the British Games Workshop, then you are great. The second installment of the trilogy in Warhammer's world is not surprising.
It's a solid strategy that goes boldly on the path set by the first part of Total War, so it will definitely fit the fans of the "one", and it will not go to those who prefer the historical parts of the series and do not find themselves in a battle formula involving powerful heroes and destroyers. magic.
This game is great - just like the predecessor
In terms of the plot this year's episode seems more interesting and better designed from the "one". Here is the great magical vortex - created thousands of years ago on the Island of the Dead by the elves of high ranks, to suck out the magic of Chaos and spin it back into the distorted dimension.
This very whirlwind, thanks to which evil has yet to dominate this unhappy world, is threatened. A mysterious comet has caused anomalies in his action, and as a result has the opportunity to take control of this magical tornado. The battle is about the survival of the world, and gaining power over the vortices will allow the faction to triumph over the opponents once and for all. The vision is so tempting, so it is no wonder that the four greatest New World forces are throwing themselves into celebrating ancient rituals - these will allow them to dominate the vortex and through it all over the world.
The fact that each of the four factions fights for the same thing - to take control of the vortex, you have to perform five magical rituals - makes the story more coherent and equally applies to everyone, and its final battle, as it is easy to guess, will take place on the Isle of the Dead . Of course, although each race has its intentions, the purpose and the path to it are very similar - the whirl you can see even on the map, which is an important and effective element. The atmosphere of the new-old Warhammer is also good.
The eye-catching cut-scenes, full details of the strategic map, or the smallest details of the units model (feel the figurative roots of "Hammer" here) allow you to hook into a story like little game of this genre, usually focusing on gameplay mechanics, but not on the plot. In this respect, "two" exceeds the predecessor.
The important role of the story does not make it a "one-on-one" game - the single take of one of the four campaigns takes about 25-30 hours, and assuming we are in a hurry and most of the battles allow the computer to play automatically. In addition, each faction has a choice of two leaders - the first one guarantees a simpler gameplay, the second higher difficulty - both (or both) start in other places on the map. For example, by choosing the dark elves, we can take on the cruel malekith, the witch king (it will be easier), or his mother, the witch Morathi (will be harder). As a result, the title can spend more than 100 hours, and after the premiere will also take him for the moderates, who will add a bit from each other, while enriching the content of Warhammer II.
I'm tempted to pick this up as I've heard from some that it's the best TW game released, especially with the addition of the Vortex giving it more of a story and RPG elements.
The campaign that will be released in the future merging this and the first TW Warhammer sounds awesome though...
Great post. @adrianwastag