Empire: Total War Preview

Dominant.

Empire will be the first Total War game made by the series-founding Creative Assembly team since Rome four years ago, and will be twice as big. While the three years of effort poured into Empire may not be as immediately apparent as Rome's jump from 2D to 3D, there are some meaty and if not more impressive leaps made beneath the surface. And for a series that's earned 9/10 for every major instalment (including Medieval 2 - developed in Australia) that makes us ever so excited.

The Total War series can be a little off-putting at first glance. The grand idea is a marriage between a turn-based settlement-building campaign map (think Civilization) and real-time land battles (think Command & Conquer). To win, the player must dominate, by force, the largest amount of the map. The series is also steeped in history; each aspect, from units to buildings to characters, are extensively researched and recreated. And that is Total War in a nutshell. Well, that was Total War in a nutshell. This time things are slightly different.

Geographical domination still plays a key role, but win conditions have been expanded and encompass political and economical strategies, although a powerful army will still be of interest. To achieve these ends, different styles of government can be adopted, and this ruling body sets the unique goals of the faction based around its needs. Mess up, however, and rebellions and even revolutions may occur. This could be a result of over-taxing the rich while being lenient on the poor, for example, although when push comes to shove there will be a choice of joining either the loyalists or the revolutionaries. It's another step closer to producing a campaign map with the level of depth expected from a series like Civilization.

Trade is perhaps the most dramatically-altered non-battle aspect to Total War, and has been opened up on a global scale and split into three trade theatres: the Indies, the Americas, and Europe. Capturing valuable trade routes will be vital to a successful campaign, as will depriving other factions of theirs. And to achieve all this, of course, you need some of them boats. And herein lies the "third game", and possibly the most eye-catching feature of Empire: Total War: naval warfare.

'Empire: Total War' Screenshot 1

War: not really very daunting - those men look like ants.

The computer previously auto-resolved battles on the high seas, but this time players order the ships about as they would on dry land. Gigantic floating fortresses will slowly manoeuvre to unleash thundering broadsides, choosing either round shot ammunition to devastate the opposing boat, chain shot to snap the masts, or grapeshot to decimate the crew. Get close enough and vessels can be boarded - there's even pirate ships to capture and use as your own, or burning armada tactics to employ. But to truly master the seas is to master the weather, which will rage and sleep and keep Admirals on their toes. Flotillas must be varied and made of fast and small as well as big and large ships, just as an army needs varied troops on the ground. Clearly, there's been lots of effort invested, and we're promised as much complexity on the sea as there is on the ground. Which, of course, is not to say the rest of the game has been standing still; quite the opposite, and the changes are both broad and minute.

The broadest is the AI, which has become one entity rather than be split into a campaign-brain and a battle-brain. The effect is opposing battle generals acting according to an overarching campaign goal, which can be as subtle as not wasting effort on a strategically unimportant area, or as drastic as drawing players into dummy battles; distracting them from the real threat or forcing them to divide their attention. The battle AI itself has also been completely rewritten, and now reacts in a plan-based rather than state-based way, which prevents predicting that the computer will do A if attacked with B. Plus, these decisions adapt to suit the overall battle plan, which in turn is bossed by the overarching campaign plan. Even the generals have unique personalities that set them apart. The combined result is an AI that feels eerily human, and one that sparks battles with the element of surprise and unpredictability.

Meaty changes have been made to the campaign map side of things, where the tile-based layout has been scrapped, allowing players to move freely over terrain. Buildings have been ripped from settlement lists and visually scattered over the surrounding land, so one look should tell you what capabilities a settlement has. Then, if you need a ship, simply click on the port and order one to be built. Upgrades can be visually picked out, too. And these upgrades are tied to another new and key area: technologies. These can be researched and applied across the board; to alter government types, build economic infrastructures, expand trade, even enhance education to speed up the research itself. Also, of course, bigger guns. Military advancements can be as intricate as permanent bayonet attachments allowing riflemen to shoot and stab, or as obvious as town-wrecking artillery.

Another obvious change, and a rather important one, is the historical period, which takes place between 1700 and 1800. Crucially this welcomes in the age of gunpowder, and its ramifications on the battlefield are enormous. Tactics become more about protecting hulking ranged guns that can batter cities in an instant. That is, of course, presuming you don't want to settle in the city - flatten it and the population will hate you, unsurprisingly, and it will need to be rebuilt. Cavalry also no longer flattens infantry, and the effect is hefty blurring of the paper, scissors, stone unit hierarchy. Empire, it's fair to say, presents an ideal more akin to paper, scissors, stone, tree, bird, apple and bucket.

Riflemen and snipers can be garrisoned or hide behind cover for the first time in the series, and there are all sorts of period tactics employed by your opposing numbers and factions. Take storming a city, as you want to settle there and increase your empire. If the defenders decide to garrison in the many houses then your advancement will be slow and bloody. Add to this a heavy downpour and terrain mashed into mud and your advance becomes even more treacherous. And morale in Empire is more prevalent than ever; men will lose belief in many more stages before fleeing, but flee they will if you make foolhardy decisions to embark on a Russian campaign in mid-winter, or stomp into the tropics during monsoon season. Historic events such as the French Revolution will also play out around you. These are not set in stone, but rather will be triggered if the conditions are right, so history can be altered. In total there are 12 playable factions at launch, with 50 out there to encounter.

All of which sounds bafflingly complex and time-consuming. Only, it isn't. Because another star feature of Empire is accessibility. Tutorials and on-screen advice have been vastly improved to ease newcomers in and returning fans back. More exciting is the extensive streamlining done to cut-down micro-management and enormously time-consuming turns. So, tax and trade are handled by a tab and split into theatres (Europe, Indies, Americas), as is diplomacy. Incidentally, gone are wandering scholars and assassins to keep an eye on. Instead, the special units have been merged into just two: Gentlemen and Rakes. The former handles diplomatic pursuits, and the latter does the underhand jobs. Gentlemen, brilliantly, can engage in duels to politely dispose of key members of opposing factions, and can enrol at foreign universities and pinch research, all in the name of study. Anyway. Armies are built through generals who recruit from nearby settlements - no longer grown all over the map and then moved to meet a leader. Even commands are streamlined so that orders are issued and then moves made, thus speeding up turn time.

'Empire: Total War' Screenshot 2

Ants with guns. And faces. And - ooh that's a nice moustache.

Clearly lots of effort has been poured into the new engine underneath all of this, which is the most visually spectacular of a visually spectacular series so far. Little soldiers can be zoomed into and exhibit extraordinary detail (even varying faces and uniforms to other members of the unit), especially considering there can be up to 10,000 on the screen firing the same number of projectiles - themselves individual physical objects. Buildings crumble, ships creak and crack and explode, and bodies litter the battlefield as a silent reminder of the carnage witnessed. Animation has significantly improved; motion-captured cinematic actions have been applied to the units likely to get into hand-to-hand range, and generally units exist and clash much more naturally and believably than before. And, surprisingly, the minimum system requirements will be fairly low; a decent machine from two years ago should do the trick. And the engine is scalable for those that can handle the extra effects.

Perhaps the only rock left unturned is multiplayer. We were told Empire would be the "most moddable" instalment in the series when we asked if there would be a toolset shipped with the game, and there would be "more modes of [online] play" than ever before - some inspired by fans, others to attract newcomers. Creative Assembly will reveal all in the lead up to February 2009, but the feeling in the room was that something special lurks in the wings. The series has only ever let us face off in land battles against each other online. Perhaps Empire will finally gift the Total War series with an online campaign map mode. We certainly hope so. If it does, then there is so much both at first glance and second that Empire may do what no other in the series has: earn 10/10.

Comments (33) Latest comment 3 years ago

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  • Verwandlung #1 3 years ago

    Finally a good reason to buy a new computer...
  • BobsYourUncle #2 3 years ago

    Sounds great. Eurogamer should try and grab one of the Creative Assembly guys for a LiveText interview. I have lots of questions.
  • Scimarad #3 3 years ago

    I was starting to think this sounded like more of a chore than it would be fun until I read that paragraph about it being more streamlined and less 'micro-managey'. I'm actually quite intrigued now!
  • Metalfish #4 3 years ago

    And not let them talk bollocks like that far cry guy.
  • Chufty #5 3 years ago

    Sounds great but as someone who's dabbled very little in the Total War series until now, this preview is quite difficult to decipher. It only talks about the changes from previous games, which is failry useless to someone who hasn't played them. It's not the first time in recent months I've had this complaint about an EG article...

    Hopefully the review won't fall into the same trap.
  • Scimarad #6 3 years ago

    Downloading a demo of Medieval 2 would probably be the way to go...though I can't remember if it includes the campaign tutorial.
  • RedPanda #7 3 years ago

    Post deleted at 14:31:59 28-01-2012
  • makeamazing #8 3 years ago

    Just hope that battles dont become tedious quickly where you end up auto resolving many of them rather than playing.

    Ive got all of the Total war games, but always thought there was something missing, dodgy computer armies and the feeling that taking over the map risk style was the only way (bad way) to play.

    Fingers crossed this game will be a way forward as there are no other games like it for people who are interested in large battles, just sometimes the iterations of the next release didnt seem that big a step in many cases.
  • Bitkari #9 3 years ago

    I'm really looking forward to this. Great to see them tackling a very under-represented era - to be expected from hardcore history nerds like CA, really! :D


  • urban #10 3 years ago

    i figured this was a good time to recruit for the total war group

    here
  • dolphan #11 3 years ago

    They scrapped the tile-based map two games ago, didn't they? Or does that mean territories have vanished altogether?
  • terminus #12 3 years ago

    Sounds overwhelmingly positive. The naval combat should be awesome. I can't wait to build my French Empire and take the seas from the British.
  • spekkeh #13 3 years ago

    Would've preferred the more colonial 1600-1700 era, but oh well. Looks nice. But what's a typical Dutch town doing in a hilly area? Looks like geography fail.
  • Garwoofoo #14 3 years ago

    Medieval 2 was an appalling buggy mess and wasn't "fixed" for months. I won't be going near Empire for at least a year after it goes on sale.
  • dudeluvspussy #15 3 years ago

    Garwoofoo, as the article states it wasn't CA that made Medieval 2. Medieval 2 was developed in Austrailia by a separate team.
    Rome is probably my favourite game of all time, and everything that has been mentioned whets my appetite no end.
    I can't wait!Not looking forward to paying for a new pc though.
  • tobs #16 3 years ago

    This feels a little like deja vu. I read much of this before Rome about the campaign game and the AI. I admire the battle engine in this game, especially graphically. I have never understood the gushing praise though, particuarly from the media, followed by an onslaught of that special breed of gamers who like to be told what they enjoy... The campaign "game" has always sucked, IMO. The AI is fun until you figure out it is stupid on your second or third battle usually... Sid Meier nailed battle AI with Gettysburg more than a decade ago, and no Total War game has yet even come close despite the promised overhaul before Rome's release. I shall buy the game on a wave of hype, but I expect to be disappointed... again... surprise me!
    Edited by 1 at 20/09/08 @ 17:41
  • SellingCows #17 3 years ago

    Tobs I'm not arguing your point but whatever total war game you own, download a mod for it. They all have excellent mods which focus mainly on AI.
  • Doctor_Hellsturm #18 3 years ago

    The one point about recruiting through your generals and not having to wander your reinforcements from Constantinople to London really sold it for me, the micro-management gets unbearable in every Total War game once your empire starts to expand a little. Here's to change!
  • MENTAL1ST Verified Senior Software Engineer, Picsel UK Ltd. #19 3 years ago

    "Rome's jump from 2D to 3D"

    Wha?? But even Shogun was in 3D, back in 2000. There was no 2D Total War game.
  • CouldntResist #20 3 years ago

    Please make a decent AI.
    Please make a decent AI
    Please make a decent AI.
  • Megalodon #21 3 years ago

    This really sounds like a Deja-Vu, just like tobs mentioned. This is pretty much: Praise, praise, praise, ultra-score, purchase, messed-up gameplay that feels more like a chore than a game, disapointment, anger, therapy, bad-hair-day, etc. etc. etc.

    Rome was actually decent, but problematic when released. Medieval 2, on the other hand, was one of the crappiest pieces of software I ever installed (and uninstalled a few days later. And installed again to try the latest patch. And uninstalled again when discovered that the bugs are now gone, but the gameplay is still broken. And installed again for trying the Deus Lo Vult mod, and uninstalling again after I realized the gameplay sucks no matter what).

    Since the team that made Rome are back again, preventing the amateurs that made Medieval 2 from touching the franchise this time around, we may be getting a decent game afterall.
    Edited by 1 at 21/09/08 @ 10:55
  • Splog #22 3 years ago

    ""Rome's jump from 2D to 3D"

    Wha?? But even Shogun was in 3D, back in 2000. There was no 2D Total War game."

    I believe they're referring to Shogun and M:TW's sprite based battles vs Rome/M2:TW's full 3D battles.
  • evilidler #23 3 years ago

    Nothing wrong with hilly Dutch towns. Little known fact: Holland was at one point a mountain, but wearing clogs has worn the terrain down over the centuries. In recent time, the country is dangerously near sinking into the ocean, and a ban on anything but sneakers is firmly in place.

    I'm really looking forward to this one. I skipped a few, but played the early ones to death. And really - only 9/10 in the earlier ones? I thought the very first one, Shogun, was 10/10 material.
  • Nikalai88 #24 3 years ago

    Shogun and the original Medieval were my favorite Total War games. Rome just added more micromanagement, arcadier battles and a world campaign that felt like a slog.
  • michaelius #25 3 years ago

    Yeah Shogun and Medieval one was the best parts but i can't wait for this one.

    Oh and I want to see next part taking place in XVII century in Eastern and North Europe which was really hot times in Baltic Sea region :)
  • spiny #26 3 years ago

    OOh! A chance to put johnny foreigner under the cannon & colour the map pink!
  • RedSparrows #27 3 years ago

    Last one I bought was the first Medieval, absolutely adored it. I conquered the world twice, English and Italian empires. Micromanaging each region by the end became such a chore I ignored it: half my provinces revolted near the end, it was so dull. Hope that's sorted.

    Rome was....different. I didn't like it so much, but it was still good.
  • Vandrius #28 3 years ago

  • rufus_the_stunt_bum #29 3 years ago

    time to buy another pc i think
  • hiddenranbir #30 3 years ago

  • mingster #31 3 years ago

    I loved shogun but only the risk part.
    Always auto-resolved the battles as i found them to be boring.
    Never played any of the others after shogun..
    are the 3D battles more intersting now or does everyone click auto still?
  • Mr_Brown #32 3 years ago

    Improved AI, Great sea battles and an online campaign mode should make Empires: Total War an instant 10/10.

    My most anticipated game at the moment other than Left 4 Dead.
  • Nallen #33 3 years ago

    Can't wait. Sex wee etc.