Selasa, 26 April 2011

Shogun 2: Total War



Strategy in feudal Japan. An ambitious sequel 11 years after its memorable predecessor.

11 years pass quickly, and many still remember the Shogun: Total War which opened the glorious saga that Creative Assembly has risen to the Olympus of the creators of RTS. As part of our reports Inside the Saga, we now compare the forthcoming second part of Shogun with his distant and original. “As playable VencerĂ¡? What technological changes occur? What is it art? Tell you all.
Recover our special Inside the Saga again to return to discuss the most important game of the year in relation to the titles that preceded them in an already established franchise. The star of our second article in this line is the great franchise Creative Assembly and Sega , Total War , the real paradigm in recent years the RTS genre.
Compared to Total War: Shogun II that will go on sale in mid March 2011 with the memorable Shogun: Total War 2000, a debut game series that began reporting its wonderful strategic returns a time that the genre was beginning to acknowledge the creative crisis that would eventually consolidated in the XXI century. Gone were the glorious 90’s with great references of the genre as Warcraft, Dune II, Age of Empires, Total Annihilation or Command & Conquer giving us their best rendition. The transition to 3D environments just leave a handful of memorable titles as Homeworld and Warcraft III, with the Total War series has become one of the great hopes of the RTS to soar.
With Shogun II just around the corner, we have considered it the ideal time to address the necessary comparative quality sequel to its predecessor. Changes artistic and technological playable for a game that promises to give us one of the joys of a gender strategy in the first quarter of 2011 as at the time and gave us the first installment of the series.
Playability
What gave his predecessor?
In 2000 and began to speak of a strategic gender crisis. As we have said, far left of the big time regarding gender, time of change and seeking new horizons in the RTS . It was at that time when it appeared Shogun: Total War, the surprising first game of a study strategy, Creative Assembly, usually linked to the genre of sports throughout the 90’s. With a carefully prepared sensitivity when capturing the Japanese culture of war in the feudal era and at the same time, with a fascinating way to understand the mix of real-time strategy with its branch in turn, with only the computer game Britain stood firmly on the map of the developers of the genre.
What promises the next installment?
The Total War series have been slowly and delivery after delivery injecting more complexity, depth and epic dimensions to your projects to reach the summit of the disproportionately huge Empire, the height of the franchise in terms of approach and ambitious megalomaniac. Shogun II, however, returns to the roots of its origin, opting for a much more intimate, focused on micromanagement , but do not waiver to offer the most gigantic figures of troops who have been in the franchise. And in the game that much more important concerns us the control to detail that our troops simply sent forward thousands of them as in previous chapters.
Thus, and taking advantage of further work on the interfaces and arrangement of elements on the screen, we can be aware of the state of our men in a much more comprehensive, individualized and intense than in, say, Empire or Medieval 2. Shogun II recovers the spirit of the original in this sense, not just the obvious, the setting of feudal Japan, but also in their understanding of the strategy and the prism that applied to the entire style Total War: More focused on this time in the individual but at the same time not forgetting the fundamental always collective.
TECHNOLOGY
What gave his predecessor?
Technologically Shogun: Total War through the prism would present a title as discreet as could be expected from a game with more than a decade behind him. But viewed from the standpoint of the time, was a truly revolutionary title for the kindness of a motor show that allowed a handful of units on screen with a very high level of detail, and some scenes of considerable dimensions. Logically thinking that their animations, effects, or textures are able to circumvent the passage of time would be really bizarre, especially considering that the troops were mere 2D sprites , but by the time the game impressed by his ability to provide changing climatic conditions, AI more than acceptable for its time, and a coordinated move its troops really interesting.
What promises the next installment?
Creative Assembly this episode looking for maximum realism possible in a degree of these characteristics. For this there is a real dance numbers, most overwhelming, which brings 25% increase in the number of bones of -52 units on this occasion, or support for up to 56,000 units in a single battle, which compared to the 5,000 of the original figure is frankly overwhelming. With this data only intend to give a couple of quick examples of the degree of authenticity that seeks to achieve the title of the British team supported by its visual engine , a game that takes a lot further with respect to motions, bills, work flow and other technology that to quote the latter case: Napoleon: Total War. They are still in the air other elements such as the treatment of bugs, the final polishing, AI and optimization features which in the past have been some upset fans, but have never taken away a bit of quality to the saga.
GRAPHICS
What gave his predecessor?
At eye level, and a time when abundant delved into strategy games and colorful fictional approaches such as Warcraft III, the first Shogun distanced himself from the dominant line betting sober hues , carefully designed and realistic and very careful treatment throughout With regard to the artistic. The potential for a time so deliciously rich as that of feudal Japan were added at that time a fairly good character modeling and some great scenery and care.
What promises the next installment?
The line to follow is the same: Take advantage of the visual imagery of that distant age, and prop it with a revised game engine to offer delivery to deliver huge results in numbers and level of detail. The inherent beauty of the uniforms, banners and site construction is complemented perfectly with formidable aesthetic decisions like the new interface design, the spectacular naval battles and differences between scenarios do show a more careful and elaborate than ever. Moments such as assaults on castles in the night, illuminated only by the dim lights of the distance, give us time in which the mixture artistic / technical offers superb results.
MUSIC / FX
What gave his predecessor?
The production values of the first Shogun was truly shocking for the time, and that resulted in an impressive finish in areas routinely abused at the time by the RTS as the audio. The soundtracks have been generally very well treated in the titles of Creative Assembly, and play before us was no exception. With curious but very detailed items as the ability to listen to the game with the voices in English or Japanese , or audio effects that helped very much the player to immerse themselves in the battle, the title of 2,000 sat an exciting precedent for standards qualitative continue growing the brand Total War episode to episode.
What promises the next installment?
If the original Shogun was a very realistic and careful title in the sound, that of the sequel, 11 years after going a step further. The soundtrack to re-introduce some level of inspiration and quality all but insurmountable, and to top it off, and to add realism and accuracy to the battles, the team has used for records in audio recordings themselves in terms of arms and that the time was offering, so your shots or Katana blows ringing in battle as they did then. So much work obsessive Creative Assembly in this regard, elements like the realism of the different types of footwear of the troops of feudal Japan touring the many styles of land on which divide the scenarios have been recorded directly by game sound equipment.
INNOVATION
What gave his predecessor?
Although Shogun: Total War was the precursor of the hybrid between turn-based strategy and real-time consolidated franchise Creative Assembly, the fact is that this innovation is relative, since a decade before the foundation had already been well established by the classic Centurion: Defender of Rome to Bits of Magic developed in 1990 to Electronic Arts. That game and was virtually identical to what Creative Assembly provide years later, with the same interest in simultaneous turn-based strategy (Map 2D) with real time (3D map), with equal importance given by the generals and with such passion by aspects such as morale or conquered peoples.
What promises the next installment?
After countless renditions of the series, is always complicated that a study can provide innovative elements which reinforce the sense of novelty that it can retain for each new episode. Shogun II there are several lines of attack posed by the British team, we have been checking lines in the different versions we have been beta testing with the passage of time, but we will not see detailed and valued until the time of final analysis. Props such as new and ambitious ideas for the multiplayer , the new treatment of sieges based on the classic levels and technological additions, units or agents, united all the undoubted charm of feudal Japan back, make the game a shot for you closely track: Again.

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