Posts Tagged ‘Creative Assembly’

Tomb Kings will hit Total War: Warhammer 2 but not yet

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Creative Assembly is still working on Total War: Warhammer 2 and the Mortal Empires post-launch updates, but things are going slower than anticipated. In a blog post published yesterday, the team explains, candidly, what the issues are and when we can expect new campaign packs, like the Tomb Kings, as well as the addition of Norsca to Mortal Empires.

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Beat up some Romans in Total War: Arena’s open beta

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I’ve probably written more about Total War than any other series this year, but I confess that I totally forgot about its free-to-play multiplayer spin-off, Total War: Arena. It has my attention again, however, as a public beta kicks off today, announced Creative Assembly and publisher Wargaming (who were brought in to help last year).

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Wot I Think: Total War: Rome 2 – Empire Divided

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How can a historical Total War compete with dinosaurs besieging a fortress filled with wraiths and shambling corpses? Ever since the launch of Total War: Warhammer, but even more since the arrival of Warhammer 2, I’ve been wondering if Creative Assembly has backed itself into a corner. Total War’s historical games will undoubtedly continue to appeal to those craving a more grounded strategy romp, but so many of the series’ most significant improvements are inextricably linked to a fantasy premise. So where does that leave Total War: Rome 2 – Empire Divided?

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How Total War: Warhammer’s Mortal Empires engineers a world of unending war

This is The Mechanic, where Alex Wiltshire invites developers to discuss the difficult journeys they underwent to make the best bits of their games. This time, Total War: Warhammer’s Mortal Empires campaign [official site].

Mortal Empires is the logical conclusion of Total War: Warhammer. It asks this: what happens if all the races, factions, legendary lords and terrain of both Total War: Warhammer and its sequel were folded together into a single giant campaign? The answer was released in October as a free addition to owners of the two games, and it is, as game director Ian Roxborough tells me, “By far the biggest, most content-rich campaign that we’ve ever done in Total War.”

But how do you make games that are designed to be played both in discrete and distinctive smaller chunks, and also in huge and unified ones? How do you balance Warhammer’s strongly asymmetric races against each other while continually adding more? And how do you make a game as big as Mortal Empires comprehensible and playable at all? Read the rest of this entry »