Total War: Warhammer - Analysis

Author: Carlos G. Gurpegui
Date: 2020-07-31 00:23:51
The year 2016 is presented as the best year for all lovers of miniatures from Games Workshop. In April, Battlefleet Gothic: Armada was released, resurrecting one of the most beloved specialist games by the British company's fandom. At the exit of a title of this draft, the announcements of games such as Dawn of War 3 have been added for the year 2017, the video presentation of Space Hulk: Deathwing that promises to bring the intensity of the forty-first millennium to the shooter, the announcement of Inquisitor - Martyr for this same 2016 or the adaptation of the Eisenhorn novels with Eisenhorn: Xenos. However, the crown jewel of the year 2016 is one of the most anticipated and desired titles by lovers of the fictional universe of Warhammer. Sega announced in 2012 its union with Games Workshop to develop different titles derived from the franchise and commissioned Creative Assembly to develop Total War: Warhammer. On May 24 the wait of more than four years will be over and the armies of the Old World will land on our computers.

The Games Workshop miniatures have been on the market for dozens of years and have spread worldwide . They have long reigned undefeated in the field of miniature games and virtually everyone has flirted with them during their youth. However, for a handful of years the kingdom of the black citadel has been weakening and dozens of small miniature games have been eating the land of who was once a king. Certain changes in its line of play (such as the disappearance of the Warhammer lore in pursuit of Age of Sigmar), the successive beheading of its specialist games (which luckily have found a place in PC games such as the aforementioned Battlefleet, Space Hulk or the fun Blood Bowl) and an upward pricing policy have robbed Games Workshop of their old influence. The British company has always flirted with the adaptations of its franchises to the field of video games and without some laudable attempts we could not understand this new wave of games based on their intellectual properties. Anyone fooling around during their early years with Warhammer Fantasy will have had the same thought at some point: "How well this would work in a Total War." Well, the Gods of Chaos have heard our prayers and given us the game that we all expected.

Creative Assembly knows exactly what it does with its star franchise. The first Total War, Shogun Total War, was released in 2000 and since then they have worked on a new installment of the annual franchise expanding the influence of their strategy games to different historical eras. Nobody doubts the good work of the British company protected under the cloak of Sega and they have shown that they can create indispensable titles even outside their field like Alien: Isolation that came to light in 2014. Four years after the union between Sega and Games Workshop and after several delays Total War: Warhammer comes to our computers . The game has been made to beg but the wait has been worth it and we are facing one of the milestones of the study and that is only the first installment of a trilogy.

The first thing we have to say about Total War: Warhammer is that it is a huge game . A gigantic game with the ability to absorb us for hours and make us lose track of day and night. Creative Assembly games have combined the strategy of the hardest stick led by the Swedish Paradox with the softer real-time strategy. The coexistence of two completely different but dependent levels of play makes the Total War saga work perfectly within both niches. Total War: Warhammer is, as its name suggests, one more installment within the franchise itself, but it has managed to adapt the peculiarities of a fantasy game perfectly. Recall that it is the first time that Creative Assembly takes its flagship off the ground of historical re-enactment and takes it into a fantasy world. A world also that has a series of rules and peculiarities very marked and loved by the fandom to which it is directed. However, we have to clarify that the creative team responsible for the game with Mike Simpsons and Ian Roxburgh at the helm have managed to adapt the idiosyncrasy of the miniature game perfectly.