Total War: Warhammer II learns from the shortcomings of its predecessor and builds on its strengths to deliver what I would say is one of the best Total War experiences to date.
Since Total War: Attila the series has been on somewhat of a winning streak, though that follows the disappointment of Rome II: Total War.
Backhanded compliments aside, Warhammer II has created an epic fantasy game that innovates on Total War’s key mechanism so well I’m genuinely curious how the series will manage returning to its historic strategy roots.
The Total War series is a series of historical strategy games where players manage cities and build armies on the world screen and then battle those armies in a mission to conquer a large portion of the world.
However, mixing grand strategy with the fantasy world of the Warhammer universe has given Creative Assembly the opportunity to change gameplay in interesting and at times unexpected ways.
The setup for this title is that four races, the High Elves, Lizardmen, Skaven and Dark Elves, are vying for control of a vortex of pure magic that will give the victor control over the world.
To do this, each faction must expand and gather enough resources for four powerful rituals.
However, while they perform these rituals, the evil and mysterious forces of Chaos will seep into the world and try to stop them.
This means players have to be a lot smarter about how they expand because it could mean enemy armies can pop up in the middle of your empire when you start a ritual.
It’s also good to see Creative Assembly took on critcism of Total War: Warhammer’s siege battles and hopefully, when Mortal Empires comes out, we may see the return of minor settlement battles.
Overall Total War: Warhammer II is leagues ahead of its already accomplished predecessor and is as unpredictable and interesting as the magic of the Warhammer world.
For more of this story, purchase your copy of Saturday's Sunraysia Daily 14/10/2017.To subscribe to our Digital Edition Click here