Now the company and its owner Sega are going back to where it all started for The Creative Assembly as it returns to the era of 16th century feudal Japan for Total War: Shogun 2. Due out on March 15, the game promises to be the most graphically advanced game in the series with full support for DirectX 11 graphical features. Big Download got a chance to ask questions to The Creative Assembly about Total War Shogun 2 with answers provided to us by team member Tom Jarrett.
It just seemed like a really good time to do it, we've had ten years of development time to advance, explore and improve the series to create what we believe will be the best Total War to date. Shogun 2 is the game we dreamt of producing all those years ago but were restricted by the shortcomings of technology. Being given the chance to go back and revisit a previous title is often regarded as a developers dream so for the sizable number of remaining Creative Assembly staff who worked on the original game, this is a unique opportunity.
After the massive scope of Empire and Napoleon where we portrayed greedy imperial factions expanding across the length and breadth of the globe we wanted to return to a simpler, contained and pre-modern environment. Here we can really focus on characters & immersion – and in a fresh setting, away from the map of Europe. Rather than having to depict different cultures across the world, we can delve deeply and illustrate one culture in exquisite detail. The game will still be epic in scale – but in terms of story and depth rather than by encompassing much of the world in geographic scope. Shogun 2 is a really strongly art-led project in the sense of how it looks and feels, and all of that dictates the user-interface, the units themselves, all of the effects, and the accessibility as well as the gameplay quality.
How much research did the team do for this new Shogun game?
In terms of specific research for Shogun 2, our designers and artists have absolutely thrown themselves into the history books head-first. It's a passion for these guys and we hope it shows in all our Total War titles. Scattered around the office are a huge range of books, movies, and enormous amounts of reference material. We all immerse ourselves but it's not scripted because we feel it's quite important for every different person in the team to have their own angle. It's important not to be prescriptive, with reading lists for example, as long as everyone is immersed in the period and knows their stuff, how they go about acquiring that knowledge is up to them!
We have also been consulting extensively with Professor Stephen Turnbull, Britain's foremost expert on the time period who also worked with us on the original Shogun: Total War. He wrote half the books that we're consuming and came down to visit us at the studio (carrying authentic pieces of samurai armour raised a few eyebrows on the train!); we talk to him regularly about planned features and game content – he's been fantastic help: not only making sure we stay on the right path, but also giving us a lot of inspiration. Having somebody like him on-board has been invaluable, especially considering there aren't that many of us who can speak Japanese and none who can read Medieval Japanese!
What can you tell us about the storyline of the game's single player campaign?
There are nine playable factions you can choose to lead in the single player campaign each with their own unique characteristics, missions and starting locations. These characteristics are broadly historically accurate as are their starting positions on the campaign map. Your ultimate goal is to become the Shogun of all Japan, how you achieve this, diplomatically, financially or through brute force, is up to you.
What can we expect to see in terms of the game's units?
All the characters that make this era so enchanting will feature as units in the game either on the campaign map or on the battlefield. Ninja, Geisha and many types of Samurai will all be available to players at various stages in the game.
On the battlefield the new streamlined unit roster totals around 35 (dependent on balancing) each of which has a clear and obvious purpose rather than hundreds of similar unit types with slight variations. We've also introduced special, historically accurate, hero characters who can help turn the tide of battle. Used foolishly however and they are cut down just as easily as the lowliest peasant. The level of unit detail, variation and number of bones within the actual models has also been significantly improved to enhance the immersive experience.
How "big" is the development team aiming for the battles to be in terms of numbers of units fighting each other?
The theoretical maximum number of men that the engine can handle is 56 000 which is a marked improved over some of our previous titles. It's more likely however that most battles will contain units in the low thousands. The truly epic battles will take place later in the campaign as factions rally together to fight the player, in the specially researched and designed historical battles or among friends in a multiplayer battle containing up to eight players.
What other features do you consider to be important in the game?
The design ethos behind Shogun 2 is that it will be the Zen of Total War. There is a much tighter focus on the core elements of gameplay and we've cut a lot of the unnecessary "fat" out, that's not to say that the game will be plain or have a stripped out feature list. On the contrary we have a great set of new and exciting gameplay features for players to get their teeth into.
On the campaign side we've added an RPG element to all the characters which gives the player the chance to spend "experience gained" to buy new abilities. For example you can improve a Generals ability to command infantry, effectively giving his army a bonus in battle, or train a Ninja in the art of poisoning, thus improving his chances at assassinating his targets.
One of the major changes on the battlefield is the streamlined but clearly defined unit roster, each unit has an obvious purpose rather than hundreds of similar unit types with slight variations. Siege battles have been completely revamped removing the inevitable breach and rush scenario in previous titles. Sieges now play out in stages as attackers and defenders fight over the different courtyards and towers for which Japanese castles are famous. Each castle also has five potential levels of construction so there's increasing complexity in battle as the game progresses. We've also added coastlines to naval battles, night battles, hero units and many many more new features.
What will the game's multiplayer modes be like?
Multiplayer has had a major overhaul and it's certainly one of the biggest new features to the series.
Cooperative and competitive campaign play will be available on release, where players can use any of the clans available in the single player game. This will include the ability to unit share so allies can control small segments of your armies in battle.
The biggest and newest feature is the new online campaign map and avatar system. The online campaign map enables the player to choose a region to fight for and, should they be victorious, unlocking new abilities and units. Each region will provide very different bonuses so you'll want to choose carefully where to fight. Your Diamyo, your avatar in battle, will also progress the more you play. You can customize his armor, appearance and select a range of special abilities (increase the armies overall melee skill or improve their speed and stamina for example) to help you climb the ladder with the aim of becoming the Shogun of multiplayer battles.
The game will be one of the few titles that will use DirectX 11 graphical features to its fullest. What can you tell us about some of the more cooler aspects of the graphics in the game?
The engine was rewritten to support Direct X 11 and to take advantage of the latest DX11 hardware providing tessellation support and longer shaders essentially improving the level of detail and variety in the terrain, buildings and the units. The integration of DX11 also allows us to support asynchronous animation resulting in a more irregular and immersive experience; gone are the days of the clone army!
We are currently working with graphics partners to optimize our overall graphics performance and DX11 helps to both speed up the rendering and allows us to deliver visual improvements and an all-round smoother frame rate.
Will the game use Steamworks for updates, achievements and matchmaking?
Yes! Steam is a great platform for gamers and developers alike. It allows us as developers to update and patch our games with little to no disruption to players and they provide excellent multiplayer dev support to help us implement all the features mentioned earlier. For gamers it provides a platform to easily obtain downloadable content, updates and expansions, automating the sometimes complex installation. Achievements from your campaigns and multiplayer battles will also be visible in your steam profile so you can compare war stories of conquests with all your friends.
Any plans for a beta before its release or a demo for Total War: Shogun 2 after its release?
We'll always attempt to provide gamers with the opportunity to try our games before they buy. Shogun 2 will be no different and should we choose to release a demo, Steamworks is the perfect platform to distribute from.
Finally, will there be any DLC content for the game after its release?
With an impending release date in the New Year it's all hands to the pumps to finish Shogun 2 and make it our most accomplished game to date. It would be fair to say we've got some ideas that we would like to produce for DLC but for now we are concentrating 100% on completing Shogun 2.
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일본배에 화포가 달린다니 ㄱ-;; 전국시대에 일본배에 화포단 배가 있었나요?
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저도 윗분처럼 그게 궁금하네요 ㅎㅎ
그건 그렇고 드디어 사양에 i5가 등장했군요 ㄲㄲ
사양 때문에 걱정되는군요. 나토할 때엔 전투할 때보다 캠페인맵에서 더 버벅거려서 당황했는데 말입니다.
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