I can explain Shogun’s backstory, too, right. See, as in most conflicts throughout history, there are these warlords and they have a disagreement about their kind of hats that should be worn in Japan. To settle the dispute they decide to gather all their mates, dress them in the hats of choice, give them sharp, pointy sticks, and then see who wins in a big fight. Turns out the guy with the biggest hat won and ruled for 100 years, but you get to contest the actual history in the game. Something like that. I am basing my history of feudal Japan on a cursory reading of the Headgear Of Japan Wikipedia entry. For more details you can check out the official trailer, which I have embedded below.
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Posts Tagged ‘Shogun:-Total-War’
By Jim Rossignol on November 4th, 2010.
By Kieron Gillen on August 24th, 2007.
[Another postmortem from the vaults. I’ve actually got a lot of these – about twenty. For a couple of years on PC Format, I did one a month for them. The idea was simply to chat to a developer about one of their previous games for a couple of pages, in kind of a more casual, laid back version of the sort of thing Gamasutra do so well. I’ll be sticking them up here, one every Friday, until I run out. With the announcement of Empire: Total War, I thought it a good idea to start with Mike Simpson of Creative Assembly looking back at Shogun. This was a fun one – Simpson was completely self deprecating at all times, even in the face of the most ludicrous flattery.]
Shogun was an epic game that changed everything, rejuvenating the real-time strategy game at a time when it seemed that it was just going to be a tank rushing eternally down a game-design cul-de-sac. With its unique, atmospheric setting and its groundbreaking marriage of mass-scale battle scenes and high-level Risk-style strategic management, you presume that it was always destined for greatness. After all, this sort of thing couldn’t just happen without a plan. And you’d be wrong.
“It actually started when I joined the company,” reveals Creative Assembly’s Creative Director Mike Simpson, “Then there were five people, doing a sports game. A rugby game. We were looking at setting up a second team, and wanted to find something which was relatively safe and not very challenging, unsurprisingly. At that point, Command and Conquer clones had come out. Things like Kill Krush and Destroy. We looked at them and thought “These are easy to do!”. It’s fairly formulaic and you can’t really go wrong. And they’re selling bucketloads.”