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Decade Feature – 2000: Shogun Total War

October 30th, 2009 by Rob Zacny · Creative Assembly, Feature:Decade

What this is about

Know the enemy, and know yourself

It seems fitting that 2000 should have seen the release of Shogun: Total War, the inaugural entry in one of the decade’s defining strategy series. Combining turn based empire-building with spectacular tactical battles, Shogun was the game I had always wanted. Strategy and tactics were finally living side by side, and it seemed for a moment like the Total War series might be my one-stop shop for wargaming and strategy. My friends and I would argue over where the series should go next. Feudal China? Napoleonic Europe? The Middle Ages? The Roman Empire? It was impossible to play Shogun and not have your imagination fired by the possibilities it suggested.

I was 16 when Shogun came out, and Shogun remains the game of my adolescence. If my friends and I were swept away by the series’ limitless potential, we were no less confident of our own. It is also true that the subsequent Total War games, with their various disappointments, have mirrored my transition into adulthood. Creative Assembly’s efforts often receive sharp criticism from die-hard fans, and I suspect it is because those fans remember that it was supposed to be better than this. Shogun seemed to herald a revolution, and those of us who were the first to embrace it have also been the first to be disillusioned.

What I always wanted from the Total War series was a great 4x game married to a good tactical wargame, and only now do I see the paradox built into that expectation. Shogun is the only one of the Total War games where the series’ name is a promise rather than a brand, and it is stronger for it. Shogun avoids the series’ recurring flaws by ignoring whatever is not directly tied to conquest. Diplomacy? It is meaningless in the game’s Hobbesian landscape. Navies? You can build ports and use them as express lanes for your armies, but there is no naval combat or ship-building whatsoever. Economics? Your territories produce money, and you can invest in upgrades to produce greater wealth. The only thing to do with that wealth, however, is pour it into your military. Religion? It only comes up if you accept guns and Christ from the Portuguese traders.

At the time, it seemed like Creative Assembly had missed a lot of opportunities for more interesting gameplay. The game was good, but how much better would it have been with Alpha Centauri-style diplomacy? What if it had included technological research? What if maintaining the domestic health of your faction involved more nation-building? Why weren’t there navies?

Later in the series we saw that a poorly implemented feature is worse than a nonexistent one, and in retrospect Shogun seems the product of wise restraint. Creative Assembly was aware of its limitations, and succeeded within narrow ambitions.  Since then, Total War’s guiding design philosophy has become, “Why not?” and the series has lost the tight discipline on display in its earliest iterations.

Nor has the series ever quite topped Shogun in terms of aesthetics, because no Total War game was ever as informed by its setting. The motif of Feudal Japan runs throughout Shogun’s art, interface, and music. All the artwork is drawn in the style of Japanese rice-paper prints, and the strategic map looks like it was hand-painted and decorated. A horseman charges across the cavalry province of Shinano, and a swordsman readies a strike in the southern province of Satsuma. The map’s frayed and torn edges are bordered by the dark wood of the table in the player’s throne room, where his daimyo avatar is ostensibly plotting conquests. Shogun’s map suggests its place and era in much the same way that AGEOD has crafted a particular map style to each of its subjects. Shogun’s strategy map is not just a picture of Japan, but a portrait.

There is also a captivating physicality to the strategic interface, because it makes the player a character in Shogun’s drama. The map is dotted with weighted miniatures of soldiers, warlords, and castles. They stick to the map ever so slightly before the cursor can tug them loose, and they make a satisfying thunk as they are set down. Seasonal harvest reports and battle results are delivered by a retainer, and emissaries from other factions arrive with flowery expressions of conciliation and threat. The music is sparse, never being more than an intermittent companion to your thoughts, and it is broken by the sound of wind blowing through your castle.Where the player’s role in later Total War games is as an indistinct, eternal entity guiding his faction through history, Shogun invites the player into the world as an isolated, brooding warlord in a time of civil war.

All this style makes for a game that is far better than it has any right to be. By involving the player as a character in the game, by letting him inhabit Shogun instead of simply manipulate it, Shogun wins forgiveness for its shallow strategy game and exploitable tactical game. It is charming and modest, and chooses its battles wisely. This seems like a greater accomplishment today than it did nine years ago.

Next up, Sacrifice – the great game that no one has bother to remake.

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Feature Series Authors

October 29th, 2009 by Troy Goodfellow · Feature:Decade

The decade feature series is almost ready to go, but an introduction is in order. You all know me, and you all know one of my collaborators. Bruce Geryk has been a friend of FoS since and an occasional contributor when we did those board game duels. He’s also, of course, a regular panelist on Three Moves Ahead.

The other writer is a name you may have encountered in the comments from time to time. Rob Zacny is a regular contributor at The Escapist and has written for UGO. He also has a strong wargaming background, but we all made choices for our decade that are pretty idiosyncratic.

Since this series is “writer’s choice”, a lot of good to great games will not get entries. Expect a podcast about that at the end. Keep in mind that none of us will agree with every word the other one says, and that a post from Rob or Bruce is an opinion from Rob or Bruce.

I, of course, am always the official voice of Flash of Steel.

Now on to our first game – Rob takes on Shogun: Total War.

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Three Moves Ahead Episode 36 – Time to Catch Up

October 27th, 2009 by Troy Goodfellow · Podcast, Three Moves Ahead

ThreeMovesAhead

We try to make up some ground this week with a little chat about Panzer General: Allied Assault (via Julian), Eufloria (via Tom) and, our main topic, Tropico 3 (via me). When is a remake enough? Am I trust too critical of a game that I actually like parts of? Can you cautiously recommend a game with major gameplay problems?

Listen here.
RSS here.
Subscribe on iTunes.

Eufloria
Julian on Panzer General: Allied Assault
Tom’s Dragon Age diaries
Troy’s Tropico 3 review

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Tom Chick Cheats on Three Moves Ahead With More Popular Rival

October 24th, 2009 by Troy Goodfellow · Podcast

It’s not enough for Tom to start his own movie themed podcast. He also has to appear on the much more popular Joystiq podcast.

Actually, it’s not too bad.

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Feature Series: The Decade Wrap Up

October 22nd, 2009 by Troy Goodfellow · Feature:Decade, Industry

We are now in the final year of the first decade of the 2000s.

Well, not really. Since there was no year zero, decades begin on a 1 not a 0. But people don’t think like that. It’s the 1920s or 1760s or 1590s, right?

So we are now in the final years of the whatever-you-call-this and it’s time to look back. Since 2009 will get its own special look back at year’s end, this feature series will look at strategy games from 2000 through 2008. It was an interesting decade that saw the PC lose ground as a platform even as the strategy genre – still firmly entrenched on the PC – made some bold leaps forward.

Here’s how this series will go. I have conscripted a colleague or two to contribute essays on particular games from each year. They had the choice. For the next nine weeks there will be entries on these games. They won’t be reviews or anything like that – more “here’s why this mattered” pieces. Though the writer line-up is still a little up in the air, expect the entries for the year 2000 some time next week. And then, all the way to mid-December.

A word about our authors.

2000: Shogun:Total War, Sacrifice, What this is about.”>Combat Mission: Beyond Overlord
2001: Black & White, Kohan: Immortal Sovereigns, Rails Across America
2002: Age of Mythology, Emperor: Rise of the Middle Kingdom, Soldiers of Anarchy

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Three Moves Ahead Episode 35 – Brutal Legend

October 20th, 2009 by Troy Goodfellow · Podcast, Three Moves Ahead

ThreeMovesAhead

Skip a night and the inmates take over the asylum. Tom and Julian decide to talk about Brutal Legend, especially its strategy components. Why is BL Tom’s favorite game of the year? Are there different strategies for the RTS component? Is it an RTS at all?

Also, Bruce makes a cameo appearance in the intro.

Listen here.
RSS here.
Subscribe on iTunes.

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