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I am King of England. I sit here on my throne built on the plunder
gained from my numerous conquests as I guide my generals to carve
a huge slice through Europe so that I can expand my Kingdom to the
farthest reaches of the known world. I am the stuff of legend; hundreds
of years from now, my name will have been solidified in history.
There are few Kings now living who can contest to matching my cunning.
And there I was, promising not be modest. It's not easy though,
being me - I've an empire so large that managing it all has become
something of a burden.
An
important lesson I've learnt from Medieval II: Total War is that
keeping hold of a kingdom is actually a lot more difficult than
building it. I'm living in an age where everyone is out to make
a name for themselves, wars are the proving grounds for the young
and overeager noblemen and the number of provinces you own greatly
dictates the power you wield. For me, being as powerful as I am
means fending off the marauding hordes of the French, Danish and
Spanish, all after a slice of my kingdom, while keeping tabs on
my numerous settlements to avoid unnecessary upheaval from their
populace. As if this wasn't enough, I'm at the beck and call of
the Pope, whose occasional crusades into the Holy Lands have secured
me a few more enemies in the Middle East. I am the King of England
and it's not an easy job.
Oh,
but it's addictive. Yes, for all the betrayals from once so-called
friends and despite a neverending barrage of armies sent forth to
rout me from mainland Europe and isolate me one my little island,
the pull is too strong to resist sallying forth and continuing,
despite whatever problems lie ahead.
Medieval
II is an empire building game of the highest calibre; it's your
job as an emerging king of one of six medieval nations (more of
which are unlocked once the campaign game is completed) to attain
control of a certain number of provinces and one or two specific
regions by the end of the game. It's all played out on two fronts;
the enormous scale real-time battles that occur when two opposing
armies collide and the turn-based strategic overview map of the
world, the place where all the tough decisions must be made.
Four
games on though, and it's not difficult to spot potential cracks
in the armour of the Total War series, with this version simply
opting to add improvements over existing features rather than go
for the full on drastic, but much needed changes of Rome:
Total War. This isn't a dramatic change in pace for a series
that has always progressed in leaps and bounds, although it does
bode bad tidings for any future Total War games, where such a lack
of any substantial changes will likely face more scrutiny. For now
though, Medieval II does the best it can with what it's learnt from
its three predecessors.
Much
of what's improved upon relates to the game's campaign map, the
area in which the bulk of the game takes place. Little has changed
since Rome; the map still represents everything, from the towns
that each province contains to the supply lines they use for trade
while all your armies and agents are deployed to do your bidding.
It's here where all the important stuff must be handled, where you
can use diplomacy to form alliances or broker ceasefires with enemies
and where armies are trained and eventually shuttled in the general
direction of an opposing force. If you've played a Total War game
before - and you're not allowed to call yourself a fan of strategy
games if you haven't - it's caped in familiarity. What changes have
been introduced do, however, make the campaign map more of a point
of focus than any of the previous Total War games.
Take
now for instance the ability to choose to build a province's capital
as a city or a castle. A city provides a province with all the municipal
buildings it needs, affecting both the amount of military units
it can build while simultaneously keeping its population happy enough
to prevent them from rioting and allowing you to fleece them for
money with stupendously high taxes. It only provides one measly
defensible wall as any kind of safeguard against an attacking army
though, making it a much more difficult place to defend against
an army who's prepared for a siege. Castles on the other hand are
the complete opposite, reducing the amount of buildings you can
construct but granting a massive defensive bonus with additional
walls, the later types of which are protected by no less than three,
a daunting sight for any attacking army to face.
Another
brand new addition is that of the Merchant, a new agent you can
train and then deploy on the campaign map to scour out precious
exotic goods that he can then set up camp around and trade for small
profit during each turn. As with practically all agents, he also
has a rather shifty ability to circumvent those in the same field
as him, and with one click of a button he can be sent forth on secondary
missions to shift a rival merchant from his own lucrative trade
goods, depriving other factions of that little cash boost he once
yielded. Okay, so he isn't the guy you are going to want to rely
on to take your kingdom to riches, but in an age where both friend
and foe use subterfuge against you, it pays to make full use of
his abilities.
He
isn't the only one either; agents have always had a role to play
in each Total War game, but they've never been as important as they
are in Medieval II. The reason for this is religion, which plays
a fundamental part in the lives of all medieval nations, and all
answer to one man. In the case of the Western world that man in
the Pope; he's the unofficial ruler of the Christian world and the
leader of the Papal States, handing out missions to spread the word
of God while dealing out punishments for those who cross him. If
you abide his will, by successfully completing the missions he hands
out and agreeing to undertake the occasional Crusade to the Holy
Lands and he'll richly reward you; disobey him and attack a fellow
Christian nation without provocation and you'll incur his wrath.
Although
to the unsuspecting, the Pope may seem to posses little in the way
of power, having just the minimum of armed forces and controlling
just one province, the punishments he deals out can have dire consequences
for those on the receiving end. First into the fray of any nation
seen to fall out of favour with the Pope are the inquisitors; think
of them as the religious police who roam the world in search of
heretics and witches to burn at the stake. No one is safe, including
your merchants, diplomats and generals; after losing a top general
or one of your best assassins to the inquisitors, their presence
soon takes its toll. Fall out of favour with the Papacy too much
and you'll have more inquisitors swarming your way - and there's
very little that can be done to stop them.
A
more severe and damaging punishment at the Pope's disposal is that
of the complete excommunication of an entire faction. This basically
cuts a faction off from the Pope and his ever increasing demands
- a good thing, you'd think, except that an excommunicated faction
isn't just going to have more trouble with its population who aren't
going to be too happy with having their ties to the Pope severed,
but they also have to deal with the increased threat of invasion.
You see, excommunication is sort of like having a bullseye painted
on your forehead that the rest of the world is invited to throw
darts at; without the protection that the Pope once provided, any
nation is free to attack and it's a punishment that most seek to
take advantage of once it's been enacted.
Working
around this presents a new and interesting challenge to the way
in which you form a kingdom, fighting wars without resorting to
trading sword blows with opposing armies. Spies and assassins have
never played as important a role in subverting an enemy during peacetime,
and their presence becomes something of a priority considering that
practically everyone, including your allies, will use them against
you. With good reason, using them doesn't effect your reputation
with Pope, while their abilities to both gather important information
on troop movements and assassinations against generals and family
members also plays a big role. It's not uncommon to find small scuffles
breaking out between assassins from numerous nations as they both
try and subdue this constant menace.
A
more fascinating approach that you can employ against an enemy faction
is to get the Papacy to work for you. Popes aren't immortal; they
eventually pass on and leave an opening that must be filled, and
the interesting part here is that any new Pope voted in will immediately
reset the reputation he had with the rest of the Christian world
and reconcile those factions who were previously excommunicated.
New Popes are voted in from the College of Cardinals, comprising
of a collection of the best priests from around the world, and if
you've got a priest in the college, you've got a chance to vote
him in as the new Pope. This doesn't prevent him from threats of
excommunication should you upset him in any way, but it does allow
you to get away with more, while simultaneously making it more difficult
for any of your enemies, who are now under his ever watchful eye.
The complete opposite happens should you be unfortunate enough to
have an enemy get his cardinal voted in instead.
All
this politics can be fiddly at times, but it doesn't replace the
need to swing into full-on combat with a neighbouring country in
order to continue to expand. This is as important a part as it's
ever been, the game once more featuring battle sequences so awe-inspiring
in their scale that calling them epic just doesn't seem to do them
justice. As ever, the battles are more than just a stunning visual
showcase for some of the most spectacular scenes of mass carnage
you'll ever whiteness in a strategy game, although some much needed
diversity in the armour that each soldier wears avoids the clone
army look of the legions you controlled in Rome.
Any
long term Total War fan should know by now that winning a battle
is down to more than just a collection of every unit under your
control, sent forward in the hope that strength in numbers is enough
to carry the battle. Every unit has a strength and weakness, so
those who are capable of whittling down enemy numbers from a ranged
position aren't likely going to be much cop in close combat, while
those on horseback might have an advantage over poorly armoured
footsoldiers but are at the mercy of a well-placed column of spearmen.
This is a game where even the largest of armies can be shattered
and routed with the right selection of formations and the correct
use of cover and terrain.
The
sieges too are once again one of the highlights of the combat, employing
a variety of specially-crafted siege weapons that attackers must
use to assail the walls, or crumble them if they have the forethought
to deploy a catapult or trebuchet. Although Medieval II lacks the
wide diversity of the units of Rome, a game that had everything
from groups of chariot riders to bloodthirsty dogs, the theatre
of warfare does noticeably change during the later periods of the
game, where the introduction of gunpowder allows muskets and cannons
to be used and effectively changes the course of warfare, particularly
in sieges, where those once imposing walls lose a lot of their defence
bonuses against the devastating power of a bombardment or mortar.
As
impressive a spectacle as these sequences make, it's always the
campaign map you'll long to return to, as it's here where the core
focus of the game takes place. It's a signal of the possible shift
in the direction that the Total War series might take, transferring
the focus from its groundbreaking battle sequences to the more thoughtful
tactical planning of your empire building. This is all helped along
by occasional historical events that can continually alter how you
progress throughout the game, an early example being the emergence
of the Mongolian hordes from the East, whose vast armies quickly
shift the balance of power in that region (and subsequently the
rest of the world) into the hands of Genghis Khan. Later still,
the discovery of the continent of America brings with it lucrative,
unspoiled lands to colonise and their Aztec inhabitants, huge in
number and fearless in battle yet lacking in any of the modern technologies
of those who came across the seas.
And
yet for all the great things this game gets right, there are still
those occasional problems seeking to spoil things, like the occasional
erratic AI on the campaign map that can often make rash and bizarre
decisions, breaking off alliances and attacking armies it quite
clearly hasn't a hope in hell's chance of defeating. There's also
the rare but irritating bug where soldiers get stuck during combat
and can't move until they've been hunted down and slaughtered. These
aren't big problems, but they are increasingly troublesome when
they strike.
Another
continuous problem for the series is that of the sea battles, which
are once again only handled through the auto-attack option, where
the computer dictates who wins and loses. The problem here is that
the game never quite seems to favour you and often makes you the
one on the receiving end of a good thrashing, unless you do something
drastic like amass a huge fleet. What doesn't help matters is that
sea warfare seems to play a much more prominent role in Medieval
II than in previous Total War games, meaning that it's something
you'll need to face and deal with sooner or later.
Medieval
II: Total War's biggest problem isn't with its minor bugs (many
of which can and will be solved with just the right amount of patching),
it's that after the high of Rome, it doesn't quite seem to dwarf
its predecessor with many innovative new ideas. It's a great game,
but it needs a change. Yes, there are some nice additions to this
version that hint at the possibilities of what future Total War
games may bring; the fight to colonise the new world, the introduction
of gunpowder in the battlefield and maybe, just maybe, Creative
Assembly might finally bring forth real-time ship battles. For now
however, although lacking in the changes its predecessor is famous
for, it's a deeply challenging, forever rewarding strategy game
that builds on the success of its peers. I'd tell you more, but
I've spent enough time here peddling praise - I'm the King of England
you know, and my empire isn't going to build itself.
Reviewed by Kieron Giacopazzi for AceGamez (All Rights Reserved).
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