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The total war series has enjoyed considerable success so far and
is now into its fourth incarnation, Medieval
II: Total War. The new Kingdoms expansion pack was designed
to eliminate a few niggles that people have had with the game, and
to provide a radically new playing experience by changing the scale
of the game. Much like Viking
Invasion did for the original Medieval:
Total War, Kingdoms brings the scale of the game down. You fight
over smaller areas, with multiple armies, greater numbers of troops
and more realistic scope to your empires.
What
is most distinctive with this latest release is that in fact you
are receiving not one expansion, but four - four separate campaigns
with their own new unique factions, new units and entirely new maps.
Each brings a different style of warfare and a different time period
to face. The first three of these are effectively sub-divisions
of the original game, each focusing on a particularly brutal historical
conflict, namely the Crusades, the Teutonic campaign (the Holy Roman
Empire's spread into Eastern Europe) and the Britannia campaign.
The last brings a whole new area of the world into play, one that
was barely covered by previous Total War titles: the Americas campaign.
This campaign gives you the option of playing as either the Conquistadors
with limited but extremely powerful units, or the more numerous
but initially weak natives resisting the Spanish invasion.
Kingdoms
promised a lot. There were claims of no more pointless rebel factions
who never interact with you, other than to sit and wait to be conquered
- although these embarrassing areas are still present. Born from
an upper limit in how many individual factions that feasibly can
be run and still keep the game playable, they remain in the campaigns.
Fortunately however, when you own generals rebel there are now rebellion
factions linked into historical events that your less loyal generals
and legions switch to, which is a particularly major part of the
Britannia campaign. There are new political systems to replace the
pope and the AI of the computer factions are designed to react a
little more to your actions.
Each
of the four new campaigns has its own distinctive feel and required
tactics. For example, in America playing as the Spanish, you have
very little income and your ability to build units depends entirely
on your ability to please the Spanish King, meaning that your progress
is determined by the missions he sets, while you are also forced
to rapidly strike city after city, burning and looting as you go.
The only way for you to get money is from sacking the larger enemy
cities; stay for too long in one area or become too defensive and
you quickly run out of funds. The natives however have the opposite
problem and have to build up alliances, create large armies and
develop their cities as much as possible in order to resist the
conquistadors. In the Crusades you have hero commanders with special
abilities, special objective cities you must hold (like Jerusalem)
and special units obtained when you hold these cities.
This
all adds to the tactical and strategic variety of the original game.
Personally, I find these campaigns much more challenging. The scale
seems greater as well, with larger battles - especially in the Crusades
campaign, where the norm is for three or four full armies to come
face to face. To assist you with these battles, you now have some
control over allied armies. You cannot control every constituent
unit, but you can give general orders to the commander of the allied
army - attack, defend or stand and shoot. Now these are rather limited
tactically, but at least they stop the suicidal charges that the
AI always used to make (in Rome:
Total War I used to intentionally send my allies away before
some battles so they did not get slaughtered). This small change
removes one of my largest gripes with the battle system and adds
substantially to the enjoyment of the large clashes that take place
in Kingdoms.
On
top of this, it seems that the AI has been tweaked. Diplomacy (particularly
alliances) and the AI controlled nations' long term planning feel
much more stable; the other nations actually seem to act intelligently
and consistently. I can't help but feel however that this is not
a direct improvement of the AI, but rather that the actions of other
nations and their attitude to you is more hardwired to try and represent
historical events, so as such you would expect less variation in
the game during replays. The general game mechanics however remain
unchanged and the improvements in Kingdoms don't apply to the original
Medieval campaign, which is a shame and probably wouldn't have taken
too much effort to incorporate.
Those
of you who were irritated by some of the historical inaccuracies
of previous Total War games will still have your gripes here. One
example would be the Byzantine flamethrowers - sorry, Greek fire
launchers - which border on the ridiculous, while the ease with
which the heavy crusader knights can travel through the desert is
nonsensical. In fact, the indefensible position of the crusader
princes is a little too easy; the utter defeat you expect to be
waiting around the corner does not come easily enough. Still, these
are minor niggles and overall a fantastic balance has been achieved
in producing a playable and enjoyable game.
The
new units and regions have been given the same level of care and
attention graphically as the original release. The units are wonderfully
drawn with great variety and several different models of each, meaning
that your armies never look too uniform. I particularly like the
Scots and Native Americans. There is plenty here to show off even
the higher end systems, but it runs well enough for those whose
PCs are not the best.
One
of my gripes with Medieval II was the loss of some of the strategic
elements of the previous games, like Rome: Total War and its expansion
Barbarian
Invasion. These games pitted radically different armies together
and enemies who had a rather different mix of approaches on the
strategic map. Medieval II: Total War - Kingdoms brings in AI enhancements
and more tactical and strategic nuances, like the subtle adjustment
to make the impact of spears on cavalry and the power of a good
cavalry charge more apparent. Before this I felt that Medieval II
had reduced the impact of such events on the battlefield, consequently
diminishing the impact of your tactics. The variety of the campaigns
and the different sides involved is enough to keep you going for
some time. While more of a completion of the ideal of Medieval II
rather than a whole new game, Kingdoms is the best value expansion
pack of any game I've played in recent times, with four new campaigns
to battle through. As such, this really is an essential purchase
for everyone who played and enjoyed the original, and yet more reason
for those yet to experience it to get on the battlefield.
Reviewed by Gavin Udall for AceGamez (All Rights Reserved).
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