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Total War: Shogun 2 – Fall of the Samurai

Total War: Shogun 2 – Fall of the Samurai

Shogun 2 Total War: Fall Of The Samurai (PC) Review

Total War: Shogun 2 – Fall Of The Samurai (PC)

Purchase An Expository Essay It’s not often we review an expansion pack but we make an exception when the new content is a standalone game which offers a largely different experience to the original. This is the case with Total War: Shogun 2: Fall of the Samurai which is set during the 19th Century and explores the conflict between the Japanese Imperial throne and the last Shogunate. Dissertation Toute Comdie N39est Qu39un Long Apologue Fall of the Samurai is set 400 years after the events of the original game and sees us picking sides in the conflict of that time. We can play on the side of Emperor as Choshu, Satsuma or Tosa clan which is a largely pro modernisation; pro-western trade stance or we can play as Aizu, Nagaoka, or Jozai clans that back the more traditional Japanese values and Shogunate power. The result of this scenario being a dramatic clash between traditional Samurai culture and the explosive power of modern weaponry.

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Do Homework For Others But it is not simply a case of picking traditional Samurai and Ninja verses modern rifles and artillery. Creative Assembly have characteristically stayed close to the historical facts behind the game. Both Imperial and Shogunate factions have access to modern and traditional units and buildings, each faction is tasked with increasing the level of modernised development within the clan territory and this advancing modernisation causes civil disorder if not correctly managed. We are also able to change our clan allegiance at any time, switching from Imperialist to Shogunate supporter and vice versa to guide the ancient and introspective Japanese culture into the 19th century, using American, British and French agents and trading partners. Center Dissertation Support

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Core Gameplay
As with other Total War titles the main gameplay is divided into two parts. We play a turn based strategy phase in which we control the production of our provinces, negotiate with other clans, set research goals and manage our armies and agents. The other play type is the real time battles in which we control each unit of our army directly. I Write My Masters Thesis In A Week

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The games adds an extra layer of complexity as not only is it a war for the future of Japan, it is a war with its people as well and this stems from the technology research aspect of the game. Fall of the Samurai puts a strong emphasis on "Modernisation", it puts a numerical value on our clan’s level of modernisation and this in turn unlocks up to four tiers of Civil and Military research goals. Certain building and research topics increase our level of modernisation and some like the Traditional Dojo or Mahjong Parlour decrease it. The conflict arise because all modernisation causes unhappiness within our population regardless of our clan or allegiance. Failure to modernise will result in less chance of losing our provinces to revolt but it means that we will be beaten by a clan with a bigger economy and more advanced weapons.

The really spectacular difference with Fall of the Samurai isn’t the increased focus on political wheeling and dealing but the inclusion of the most advanced weapons ever seen in a Total War game. Bringing us up to the 19th century gives us access to an early machine gun, rifled artillery with exploding shells, armour plated ships that fire extremely long range guns and torpedoes and ashigaru (now re-named Levy Infantry) equipped with a firearm that can drop the bravest of Katana wielding Samurai at 200 paces. Visually and tactically it is interesting and new for Total War as the battle field can be completely dominated by careful placement of the most accurate and deadly artillery the game series has ever seen. Essentially we find ourselves employing similar tactics to those used in Napoleon or Empire when we deploy our rifle armed infantry only to have them attacked by disciplined traditional Samurai or Ninja and engaged in close combat for which they are ill equipped.

An additional layer of playability comes in the form of the multiplayer. As with Shogun 2 we can create an Avatar and take part in the Avatar Conquest multiplayer mode. Once our avatar is ready we can starts our assaults on the multiplayer map. With each win we gain experience points which unlocks new unit types and technology. We are also able to level up our avatar through the experience gain; this can also be done in the campaign game for generals and agents. Generally the multiplayer experience with Fall of the Samurai is very similar to Shogun 2 but this time we play with guns, lots and lots of guns.

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Dissertation In Physical Education Graphics and Audio
Fall of the Samurai is a work of art. Every aspect of the graphics has a rich quality and detail to it without comparison. Load screens are beautiful works of art in themselves, depicting scenes in the Japanese artistic style with extracts of Japanese death poems accompanying the visual feasts.

The campaign map is extremely detailed; it mirrors the terrain of the battles and changes as we develop building. It also changes with the seasons. As does the battle map which is beautifully crafted and extremely realistic. The new gunpowder weapons are also extremely well rendered. The artillery hits produce huge clouds of dirt, dust and the dead and persistent volley fire can leave the battle filled with a drifting artificial fog of cordite smoke.

The sound effects that accompany these battles are spectacular. The clash of weapons, screams of pain, crack of gun fire and the whizz of shells bearing down on their target can all be heard.

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Fall of the Samurai places a greater emphasis on the non-combat aspects of the game than any other Total War title. It groups us with a philosophical allegiance rather than creating total war and while on the surface this allegiance is easy to understand; Shogun = traditional and Emperor = modern, the reality of the game is much more about shades of grey.

We found that this game mechanism made it more difficult to attack clans of the same allegiance and caused our population to be generally unhappy, regardless of which side we pick. This meant that as some points we were bogged down managing our provinces rather than getting on with the fighting which some may like and others wish to avoid.

The inclusion of advanced gunpowder weapons is spectacular, particularly in naval battles. These are slightly less slow and ponderous than pervious Total War titles due to the use of steam engines, but the real improvement comes from being able to lob exploding shells or fire torpedoes great distances. Once we got the hang of them naval battles became a cacophony of explosions and burning boats.

A similar thing can be said for the land battles, while we only have four types of field gun (effectively small, mediums and large artillery along with a machine gun) the inclusion of one of these in a battles can dominate it and adding a hand full of artillery to an army makes it a winner every time. The firearm equipped infantry are essentially the same as those featured in Total War: Napoleon or Total War: Empire and are just a longer range and more accurate version of the basic gun infantry in Shogun 2. Melee infantry and the one type of archer we are able to recruit perform in exactly the same way as Shogun 2.

Overall this game is as spectacular as Total War: Shogun 2. It is a visual and auditory feast that is challenging, engaging, rewarding and extremely good fun. Our only real issue is that the load times are still long.


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Stuart Davidson

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