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http://www.youtube.com/watch?v=CP9Nam0rom0
http://www.youtube.com/watch?v=ABzr0eqLyTk
http://www.youtube.com/watch?v=Hxs9UvTRSPU
http://www.youtube.com/watch?v=S2tpaK0NOXo
At 9.40 this morning, one of my geisha entered the quarters of rebel general Homma Katsunaga. By 9.43 Katsunaga was hanging from a rafter by a lute string, and I was one mouse-click away from ruling all sixty provinces of Sengoku-era Japan. A fun festive season of Samurai slaughter was drawing to a close, leaving me one satisfied, surprised and slightly fearful gamer.
Fearful? After a couple of happy weeks with the TBS/RTS hybrid that catapulted Creative Assembly into the big time, the idea of a sequel seems both splendid and scary. There’s no question that Total War: Shogun 2 will be prettier than its progenitor, and offer far more extensive multiplay options. What remains to be seen is whether ten years of Total War feature-creep will end-up enhancing Shogun’s single-player side or suffocating it.
It’s easy to forget just how sylph-like Shogun was in comparison to the games that it sired. There’s no naval dimension, no research, no retinues, no missions, no artillery, and no history-twisting super-units (though Korean grenadiers arrived promptly via the add-on). What’s remarkable is that you’re unlikely to find yourself yearning for any of these omissions while playing. Their absence may actually make for a more focussed, fluid and enjoyable campaign experience.
Shogun’s strategic AI certainly has characteristics I’m hoping to see in the sequel. Though reluctant to strike the first blow and slow to band together against mutual threats, computer-controlled factions are pleasingly plausible once riled. Often a rival daimyo will vacate a province rather than attempt to hold it with an understrength army. When they do finally come, invasion forces tend to be large and multifarious. There’s none of that fending off mosquito-sized raiding parties for turn after tiresome turn.
My positive memories of Shogun’s battlefield AI were, I now realise, a tad rose-tinted, but even in this area, I think the old soldier has something worth passing on to its handsome replacement. As in later instalments there are times when opposing armies seem utterly clueless. You’ll witness foes dithering under missile fire, squandering their leaders, and spectacularly failing to exploit topography. What they are however are unpredictable in their ineptitude. At times they come like lambs to the slaughter and at others stubbornly refuse to leave the heights or woodland they’ve chosen (?) to occupy. Morale feels more fragile, complacency more dangerous on a Shogun killing field.
The rather clumsy reinforcement mechanism keeps you on your toes too. Several times during the last fortnight I’ve been waiting for a hard-won victory screen to display, when suddenly another batch of enemies has appeared from nowhere and the desperate struggle has begun anew. By the time the real final curtain falls battlefields are often amazingly corpsey. There’s an epic feel to some of the engagements that you just don’t find in the more recent TWs.
Of course the less said about the awful castle assaults the better. If you choose to storm a citadel rather than starve the defenders out over the course of several turns (one turn = one season) then usually you’ll find yourself facing a garrison whose idea of defence is to stand patiently in an open gateway awaiting death-by-arrow-shower. Battles for fortifications may have been weak in Empire but they were infinitely superior to the pointless pantomimes in Shogun.
Retreat code is another shortcoming that nostalgia may have scrubbed from your memory. In their eagerness to leave the field routing troops will happily elbow their way through packs of katana-wielding opponents. It’s beyond silly.
Aspects of Shogun’s AI might not have stood the test of time, but its theme shines as brightly now as it ever did. Picking up the game ten years on, the world of samurai and shinobi, ashigaru and arquesbusiers, daimyo and dojos still feels fantastically fresh and alluring. Hardly surprising when, with the odd exception, so few games have explored it since. While in later TWs there’s sometimes the feeling that the setting is chafing with the mechanics, in Shogun the marriage is almost Zen-like in its perfection. From the self-contained sea-hemmed map, to the obliging history with its warring clans and dash of gunpowder and Christianity, everything seems tailor-made to suit a game that blends turn-based empire building with real-time battles. It’s hard to imagine CA ever finding a more natural fit for their approach.
Another advantage of the feudal Japanese setting is most of us know sod-all about it. I pray Creative Assembly never get round to that WW2 or WW1 game they’ve hinted at. If they do they’re going to be crucified for every underarmoured Panzer and overstrength Balkan state. In the perverse world of historical strategy the more your fans know about your chosen theme the more grief you get over historical gaffs and design compromises.
Part-and-parcel of the pleasure of a recent Total War title is dropping the camera into the midst of a skirmish to savour every stunning uniform and savage sabre slash. Such close-quarters ogling is impossible in the crude spritey world of Shogun, but the game does a fine job of communicating theme and flavour through other devices. I’d forgotten just how ace the agent vids were for example. Watching ninjas skewer and slice there way through sleeping encampments and paper-walled palaces, is a delight. The menu screen with its silhouetted soldiery, flapping battle standards, and distant strongholds is similarly splendid. And then there’s Jeff van Dyck’s wonderful music. After a few days’ play it’s impossible to look at a Shogun screenshot without hearing thunderous drums, trilling flutes and clashing cymbals sounding in the distance. He might not have had a full Taiko ensemble at his disposal back in 1999, but it hardly seemed to matter.
So, Shogun: a tough act to follow, but not so flawless the idea of a remake is appalling. If the lads and lasses from Sussex can just hone that AI and resist the sort of showy embellishments that confuse combat and bog-down decision-making, they are surely onto a winner. Let’s hope they’ve been reading their Basho:
Do not forget the plum,
blooming
in the thicket.
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첫댓글 엠토에 비하면 마니 아기자기 해졌네요,, 미디블처럼 대박 날듯.
젭알 확장팩 좀 나와줬으면 좋겠네요
삭제된 댓글 입니다.
난잡한 모션처럼 보이는 것이 저만 아니었군요. 뭔가 진형이 완전 뭉개지더군요. 그리고 다시 퇴각하면 줄줄이 서로 빠져나가는 -_-;;)
올~귀선볼수있는겅미?ㅋ
오..닌자 스킬트리도 있네요;; 상인이나 공주나 얘내들도 스킬트리 있을라나;;
그리고 맵도 360도 회전이 되네요. 토탈워 역사상 첨으로 전략맵 회전이 되는듯(덕분에 컴퓨터 사양은 자비가.. ㄷㄷㄷ)
철포만큼은 걍 병종생산하는걸로 끝나지 말고 신장처럼 수량개념을 도입해서 철포대수만큼 부대 생산가능했으면 좋겟네요
무역해야지 생산한다던가...
저정도면 출시해도 되지않나?? 이번달에 출시해버려 기다리기 짜증나...
왠지 대박날것 같은 예감.. 엠토는 솔직 실망했는데 이건 기대되네요 롬토의 영광을 다시 누릴수 있으려나..
저도 웬지 스케일이 줄어서 오히려 대박날꺼같다는느낌이드네요..ㅋㅋ
아 진짜 재미없어 보여...
.. 꽤 재미있어 보이는데 말이죠.
전략화면 멋지네요 잘보고 갑니다.
공성전 시스템은 미디블같이 헀으면 좋겠는데....
처음이야 신선하지 나중가면 무대가 일본내라서 많이 지루할듯..
확장팩을 아마 내주지 않을까요? ㅎㅎ
확장 나와도 어차피 일본내 아닌가요? 예를 들어 임진왜란시나리오라던지 명을 치러 원정 간다던지 이런거 넣지 않는이상은 쇼군1처럼 똑같겠죠...-_-
에이 아무리 그래도 쇼군 두번째 작품인데 쇼군 1때처럼 또 그러겠습니까 ㅎㅎ
요즘처럼 인터넷 커뮤니티가 잘 발달된 상황에서 유저들의 바람을 어느정도는 참작하리라 믿습니다
모드의 확장성이 미디블2나 롬토 수준 정도만 된다면 충분히 확장가능할 수도 있습니다. 아니면 다른 게임으로의 변신을 꾀할 수도 있겠지요? (^-^)
총병쏘는데 기병이 안달려드네요 ㅋㅋ 무슨 벽이 있어서 돌아가는 ㅋㅋ 총쓰기 편할듯 ㅋ
역사전투 나가시노 합전입니다. 노부나가가 다케다 기병을 상대할 떄 방책을 세우고 그 뒤에 소총수를 배치했습니더ㅏ