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Shogun: Total War

 
AMG AllGame Guide:

Shogun: Total War

Game Description

Travel back to feudal Japan, a time when warring factions are tearing the country apart, and try to restore order to the land. As the supreme warlord, or Shogun, it is your duty to rise up and unite the warring factions of Japan. You must possess supreme strength, wisdom, courage, and leadership skills to battle the many factions and gain control of the nation.

Direct thousands of loyal warriors on the battlefield to defeat the immense challenges that lie ahead. Shogun Total War is divided into three separate play modes. The full campaign is a mix of battlefield combat and strategic management during which you battle against six rival Daimyos, each seeking the role as well -- the ultimate goal is to become Shogun of Japan. Action occurs from three different perspectives: Strategy Map, Battle View, and Throne Room. Your first step in the campaign is to select a clan to lead. Then, from the Strategy Map, you mobilize troops, train armies, and build more structures within your territories. When fighting a rival faction, the game switches to Battle View and it's here you must lead your armies in combat. Lastly, the Throne Room is for entertaining foreign emissaries and conferring with advisors to plan your next move.

Another mode, Historical Battles, places you inside some of the most turbulent years in Japanese history. Choose one of the four most important Daimyos in the history of Japan and play a selection of pre-set battles. The battles span 30 years of feudal Japanese conflict and you can select the armies of Oda Nobunaga, Takeda Shingen, Tokugawa Leyashu, or Toyotomi Hideyoshi.

If you want to fully customize the game, Custom Battle mode will facilitate those desires. You choose one of the seven available Daimyos as well as select a province, season, and difficulty level. Additionally, you can choose units for each side and modify their respective honor levels. A multiplayer option is also available over an Internet or LAN connection, allowing you to wage war with other players across the globe.

A vast array of buildings can be constructed for your clan including castles, fortresses, citadels, palaces, spear dojos, archery dojos, armory, tranquil gardens, ninja houses, ports, tea houses, sword dojos, horse dojos, swordsmith, Portuguese and Dutch trading posts, temples, churches, cathedrals, gun factories, and geisha houses. Shogun Total War also has many soldier and strategic units you can create such as Samurai Archers, Yari Ashigaru, Yari Samurai, Cavalry Archers, Warrior Monks, Arquebusiers, Naginata, Heavy Cavalry, No-Dachi Samurai, Musketeers, Yari Cavalry, Taisho, Emissaries, Shinobi, Jesuit Priests, Ninja and, of course, the legendary Geisha, a master assassin. Weather, seasonal conditions, and land characteristics also play a decisive role in battles.

Becoming Shogun for this land requires great strategic planning as well as military grit. To unite the people, you must show strength, wisdom, and courage. Honor and family are the driving forces in the hearts of the people during feudal Japan. You must assert your skills as a field general and great statistician to fuse the puzzle pieces of the era while restoring Japan to one honorable nation.
~ Nick Woods, All Game Guide

Roots & Influences

Shogun: Total War is based on Japanese warfare as history records it from the 16th century. The principle of the game embodies the treatise on complete warfare, The Art of War, written by Sun Tzu over 2000 years ago.

The setting of the game takes place during the Sengoku Jidai (Age of the Country at War) period when "the nature of Samurai warfare underwent a period of revolutionary change. The most significant development was the growing use of Ashigaru (peasant foot soldiers) as missile troops, initially armed with bows and later also applying guns with deadly effectiveness." (Quoted from Shogun Total War: History) essay at www.totalwar.com.
~ Michael L. House, All Game Guide

Review: Overall

Mystery and intrigue surround the period of feudal Japan featured in Shogun: Total War. The images of warriors wielding ancient swords coupled with traditional Japanese music in the soundtrack create an ambience of great importance. The game is both factual and fictional with a portion of the game dedicated to the historical battles of the era.

However, these battles are highly disappointing and not the highlight of the game. Shogun: Total War can be described as chess combined with strategy games like Conquest of the New World. You move your individual armies in groups of 60 men, while adding on to your empire with castles, dojos, docks and farmland.

At the beginning, you begin with a set number of provinces that increase or decrease depending on your success. The map, music and sound effects all make for a rather pleasant but brooding atmosphere. Once you embark into a foreign province, you have the option to declare war and, if you do so, can either play the battle manually or let the computer determine results automatically.

The manual battles are very long and it's difficult to maintain a perspective of what is happening. The characters of your army are very tiny but the surroundings are graphically fantastic. You have several formation options from which to choose and you can strategically set up your army however you like. But, in the end, all it comes down to is you clicking on the other army to attack.

Once you begin actually fighting the other clan, the sounds are very brutal. Screams of pain and sounds of swords tearing into flesh are made excruciatingly obvious in Shogun: Total War during war sequences. This helps to describe the hedonistic nature of feudal Japan and asserts the fact that this game is definitely not for kids.

With all these descriptive war sounds, however, there is very litle to watch. The characters are so tiny they look like little playing cards and when your archers fire at the enemy the arrows look like puny specks of dust in the air. A question you'll no doubt ask yourself is: "If they could create such a wonderful background, why couldn't they have made the characters a little bigger?" This is only one aspect of the game and, with an option for computer-controlled battles, can be ignored.

Most of your time will be spent in building your empire. The first thing you have to do is construct buildings such as large castles and ports so your community can thrive. Another good thing to do is create as many troops as possible. Every time you end your turn, a disembodied voice tells you how your crop yields are doing and whether or not you won or lost a battle.

Each clan has diplomatic capability and quite frequently an emissary from another clan will visit your castle and ask for an audience. When you grant one, you are transported to the Throne Room where the emissary offers his proposal for an alliance which you can either accept or decline.

The characters in the Throne Room are very detailed and look almost real. After the emissary is finished with his business, he walks backwards out of the room carefully and darts in the other direction. The face and movements of the characters are very creepy, almost as if they intend to be deceitful.

Video sequences follow certain problematical events in the game and every so often strange and interesting things happen. For example, your emissary might be stalked by an assassin. When that happens, you see a video of your character with the assassin behind him and if he loses the confrontation, you'll have to create a new one. These little sequences are fun to watch and add some excitement to the game.

Overall, though, Shogun: Total War is a very slow paced game, not unlike many strategy games. The details and images created in Shogun: Total War is commendable. Other than the tiny armies in the fight sequences, every aspect of gameplay is well done. Armies are moved as if picking up a chess piece and moving it to another square, in this case a province.

The video and the Throne Room are all very smooth and mysterious. It's obvious that every detail of the game was carefully considered in relation to historical fact and you'll feel as though you understand feudal Japan a little better after playing. Shogun: Total War is exactly as it seems: violent, chaotic and majestic.
~ Nick Woods, All Game Guide

Review: Enjoyment

This is an addictive strategy game. Like Conquest of the New World, you're hooked building societies and watching them rise or fall. The occurences of spies and assassins are also fun to watch. The battle scenes are very long and sometimes get boring but you don't have to watch them as you can have the computer fight the battles automatically. It is a little slow paced but not more so than most other strategy games.
~ Nick Woods, All Game Guide

Review: Graphics

Lifelike character portrayals during movie sequences and detailed landscapes during fighting are impressive. However, the actual troops are a little too underdeveloped. It would have been more interesting if you could see what your troops looked like. Also, the appearance doesn't support the vivid sounds.
~ Nick Woods, All Game Guide

Review: Sound

This is the best feature of the game. The mysterious Japanese music and voices put you directly into a specific time and place: feudal Japan. The stringed instrument chime after each ended turn is a great idea and the armies you control sound like they're in excruciating pain when losing.
~ Nick Woods, All Game Guide

Review: Replay Value

The many different clans and buildings you can create offer a unique game each and every time you play. Although, the different tribes all have the same functions, a determining factor is how much land they have available from the start.
~ Nick Woods, All Game Guide

Review: Documentation

The manual details what each and every building, character and function of the game does. It covers most of the game fairly well and the most impressive documentation comes from the readme file that is attached to the game. It is basically a history lesson of feudal Japan
~ Nick Woods, All Game Guide

Production Credits

CREATIVE ASSEMBLY Project Director: Mike Simpson; Programming: A. P. Taglione, Matteo Sartori, John McFarlane; Art: Will Hallsworth, Joss Adley, Nick Tresadern; Design Coordinator: Mike Simpson; THE PRODUCTION TEAM Programming: A. P. Taglione, Matteo Sartori, John McFarlane, R. T. Smith, Shane O'Brien, Darran Eteo, Dan Parkes, Charlie Dell; Art: Will Hallworth, Joss Adley, Nick Tresadern, Nick Page, Sadie Peet; Project Management: Mike Simpson, Luci Black, Tim Ansell; Art: Al Hope, Jude Bond, Joel Smith, Siu Jone Lee, Ester Reeve, Howard Raynor; Coding: Mike Simpson, Tim Ansell; Tools: A. P. Taglione, Nick Tresadern, Charlie Dell; QA Manager: Richard Chamberlain; Testers: Anthony Simcock, Tony Sinclair; Motion Capture Lead Technician: Alan Ansell; Motion Capture Editing & Processing: Greg Alston, Leonor Juarez; Motion Capture Actors: Angela Kase, Emmanuel Levi, Daley Chaston; Music: Jeff van Dyck; Audio Management: DNA Multimedia Audio; Sound Effects: Sam Spanswick @ GMD, Karl Learmont @ GMD, Jeff van Dyck; Movie Post Production: Jeff van Dyck, Angela Somerville; Audio Director: Jeff van Dyck; Casting & Voice Production: Phillip Morris @ AllintheGame Ltd.; Voices: Togo Igawa, Eiji Kusuhara, Simon Greenall, Kentaro Suyama; Historical Consultant: Stephen Turnbull; Writing & Additional Content: Mike Brunton; DREAMTIME INTERACTIVE Studio Marketing Manager: Jason Fitzgerald; Web Marketing Manager: Richie Skinner; PR: Cathy Campos, Panache PR; Legal Affairs: John McIntyre; Business Affairs Assistant: Ben Greer; Directors: Alan de Plater, Norm Fricker, Malcolm Greer; Audio Director: Jeff van Dyck, DNA Multimedia; Historical Consultant: Dr. Stephen Turnbull; Writing and Additional Content: Mike Brunton; ELECTRONIC ARTS ASIA PACIFIC Studio General Manager: Steve Dauterman; Executive Producer: Michael de Plater; Associate Producer: Ed Larrosa; Marketing: Nick Love; Public Relations: Derek Proud; ELECTRONIC ARTS EUROPE Product Manager: Owen O'Brien; Localization Project Managers: Sandra Picaper (Europe), Christine Kong (Asia), Utano Tadera (Japan); Manual Documentation: James Lenoël; Pack Design: Caroline Page; Pack and Documentation Layout: John Mantague; Translation Coordination: Rebecca Gordon, Joanna Taylor; Localization Coordination - Export and Web: Clare Parkes; Public Relations: Simi Belo; Web Publishing Manager: Nina Dobner; Online Engineer: Kaine Varley; Bullfrog Tools and Libraries: Mark Lamport, Ben Deane; Database Design: SolidSoft Ltd.; Producer: Andy James; Engineer: Iain Quick; Material Coordination: Lynn Moss; Studio Ops: Ian Law; ELECTRONIC ARTS Product Manager: Steve Perkins; Package Design: 13TH FLOOR; Project Manager: Linda Hunnicutt; Documentation Layout: Corinne Mah; Documentation: Anthony Lynch, Ede Clarke; CQC: Darryl Jenkins, Benjamin Crick, Dave Knudson, Micah Pritchard, Andrew Young, Tony Alexander; Config Lab: David Koerner, Michael Jung, Jacob Fernandez; Test Lead: Bryan Brown; Assistant Test Leads: Bradley Frazier, Dave McCormick; Testers: Terry McElroy, James DeGuzman, Anthony Ma, Matthew Brown, Tim Attuquayefio, Justin Holst, Daryl Humdy, Peter Trice, Ryan Gorospe, Colin Clarke, Dan Tovar, George Komoto, Tim Johns, Lief Clennon; Special Thanks: Jonathon Harris, Steve Miller, Nigel Sandiford, Henry Ryan, Paulette Doudell, George Fidler, Eiso Kawamoto, Maddenmedia
~ Ron Ellerson, All Game Guide
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Shogun: Total War

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Shogun: Total War
The box art for Shogun: Total War
Developer(s) The Creative Assembly
Publisher(s) Electronic Arts
Sega
Designer(s) Michael Simpson
Composer(s) Jeff van Dyck
Series Total War
Version 1.12 (28 March 2003)
Platform(s) Windows
Release date(s) 13 June 2000
Genre(s) Turn-based strategy,
real-time tactics
Mode(s) Single-player, multiplayer
Rating(s)
Media/distribution CD-ROM (2)
System requirements

233 MHz CPU
32 MB RAM
SVGA video card
500 MB hard disk

Shogun: Total War is a turn-based strategy and real-time tactics computer game developed by The Creative Assembly and published by Electronic Arts. Released in June 2000, the game is the debut title in The Creative Assembly's Total War series. Set in Japan during the Sengoku jidai—the "Warring States" period from the mid-15th century to the beginning of the 17th century—the game has players adopt the role of a contemporary Japanese clan, attempt to conquer the nation and claim the position of shogun. The turn-based aspect of the game focuses on a map of Japan where military force, religion, diplomacy, espionage and economics all influence the player's actions, whilst battles are fought in a real-time mode. Sun Tzu's The Art of War is central to the game; its precepts are quoted often and its strategies recommended.

Announced in early 1999, Shogun: Total War was The Creative Assembly's first high business risk product; previous products had involved creating video games for the EA Sports brand. The game was initially conceived as a real-time strategy "B-title"[citation needed] powered by 2D computer graphics following the popularisation of the genre through titles such as Command & Conquer. However, proliferation of 3D video cards amongst consumers led to a transition to 3D graphics. Through the course of development, Shogun: Total War evolved into a real-time tactics game with a focus on historical authenticity; military historian Stephen Turnbull advised The Creative Assembly in this regard. The turn-based campaign map was added to include context for the real-time battles.

Shogun: Total War was well received critically, though complaints surfaced regarding glitches in the game. The game holds scores of 84% and 87% on the review aggregator sites Metacritic and GameRankings respectively. An expansion pack, The Mongol Invasion, followed in August 2001, adding a playable version of the Mongol invasions of Japan. The game's positive reception paved the way for the development of successive Total War releases set in different times and regions, leading it to become a well known franchise. The latest game, Shogun 2: Total War, is a sequel which returns to the Sengoku period albeit with all the improvements in graphical technology and gameplay since the first game. It was announced in June 2010[1] and released in March 2011.

Contents

Gameplay

Shogun: Total War is focused on samurai warfare in the Sengoku period of Japanese history, which lasted from the mid-15th century to the beginning of the 17th century. The game puts the player in the position of a Japanese daimyo with the objective of conquering Japan through military might, diplomacy, espionage, trade, and religion - thereby taking the position of shogun. Shogun incorporates two main areas of play: The turn-based campaign map is where the player moves their armies, conducts diplomacy, builds the infrastructure of their provinces and performs various other tasks necessary to run their faction. The real-time element of the game allows the player to assume command of one of their armies and personally direct the course of any battles that take place.

The game consists of seven factions which the player can choose to play as each one of Japan's historical clans. The island of Kyūshū and the southwest end of Honshū incorporates the Shimazu, Mōri and Takeda clans, while the Oda and Imagawa clans control the central parts of Honshū. The northern parts of Honshū are home to the Uesugi and Hōjō clans. While each clan has access to the same broad units and technology and begins the game with roughly the same amount of land, each clan has a specific advantage in a particular area. For instance, the Imagawa clan trains more efficient espionage agents, while the Takeda clan can produce higher quality cavalry, etc.. Smaller, independent factions are represented as rebel clans and ronin.

Campaign

The main campaign of Shogun: Total War involves a player choosing a clan and moving to eliminate their enemies and become shogun of feudal Japan. Each faction controls various historical provinces. Each province allows for the cultivation of farmland, and the construction of border watchtowers and a castle. Certain provinces possess natural resources that require a mine to be constructed to tap into. Coastal provinces may also construct ports to increase trade. Each castle has space to expand with a variety of military buildings and dojos, which allow for specific army units and agents to be produced. However, each castle can only support a certain number of auxiliary buildings. Castles can be upgraded to increase their defences and resilience to a siege. The production of units and construction of buildings is limited by the amount of koku the player has; koku is generated depending on the strength of the faction's economy and harvest. Units and buildings take time to produce; each turn represents one season.

Much of the game takes place on a turn-based strategy map of Japan

During each turn, the player is able to move units about the map. Units come as either armies or agents and can only be moved to a province that borders the one in which they reside. However, both agents and armies can travel longer distances using ports, allowing them to move from one coastal province to another with a port in a single turn. Armies consist of military units such as spearmen, cavalry and archers. Should an army enter a battle, these units will be reproduced for the game's real-time tactics mode. Each army is led by a general that possesses an honour rating that rises and falls with the general's success or failure; if a general repeatedly endures defeat, they may commit seppuku. The faction daimyo and his heirs are also represented as generals—if a daimyo is killed and has no available heirs, the faction is eliminated from the game.

When an army is moved into an enemy or neutral province, it will engage in battle with whatever hostile armies already reside in the province. An army may also lay siege to a province's castle; after a determined amount of time, a castle's supplies will run out and the garrison will be forced to surrender if it does not break the siege or receive relief. A siege may cause damage to the castle's buildings, requiring repairs to be sought.

Several agents are available to each faction. The basic agent is the emissary, which can be used to negotiate alliances and ceasefires, as well as attempt to bribe enemy or neutral armies to join the player's faction. As factions build up their infrastructure, other agents become available, such as ninja and shinobi, the former assassinates enemy generals and agents, while the latter can spy on enemy provinces or perform counter-insurgency in home provinces. Each agent has an honour rating that determines how successful they may be at any particular mission. As the game progresses, the player will come into contact with European traders; first the Portuguese Jesuits, who will exchange arquebuses for money and the adoption of Catholicism by the clan, and later the Dutch, who will sell arquebuses without requiring a conversion. If a faction changes from Buddhism to Catholicism, it is given the ability to produce Jesuit priests, who in addition to acting as emissaries, convert the population, therefore making rebellions due to religion less likely.

Warfare

A siege battle underway in the game's real-time tactics element

The battle system forms the second area of gameplay. Unlike the campaign part of the game, players control battles in real-time. However, should the player choose, the game can automatically resolve battles on the campaign map, taking into account factors such as strength of numbers, weapons and terrain. Outside of the main campaign mode, players can participate in recreations of the historical battles that comprised the Sengoku period. In each battle, players are given access to an army consisting of a variety of units. Units come in the form of samurai and ashigaru, and fall into the categories of archers, spearmen, cavalry and heavy infantry. Each unit has its own intrinsic advantages, disadvantages, cost and overall level of effectiveness.

Players must use contemporary tactics and formations with the units they have available to defeat their enemies; the teachings of Sun Tzu's The Art of War are integral to the tactics used by the game artificial intelligence and for the player to succeed. The terrain of the battlefield and the weather impact on how a battle is fought. Each unit has morale, which can increase if the battle goes well for their clan, or decrease in cases such as heavy casualties or the death of the general. If a unit's morale is broken, they will rout; in certain circumstances, however, routing units may be rallied by the general. Victory in battle is achieved by causing every enemy unit to rout, or by killing the opposing army. Armies can lay siege to castles, replacing open land battles with close-quarters combat within the confines of the castle walls.

Multiplayer

Originally, Electronic Arts hosted the multiplayer for Shogun Total War. There were two separate servers; one for Shogun Total War, and one for Warlord Edition. In the foyer, players had their points next to their names. These points were called honour. A player started with 100 honour. Based on winning or losing, the player gained or lost honour. In order to prevent an expert from playing a lot of beginners and gaining a lot of honour, an expert who had 49 more honour points than the beginner would lose points even if he beat that beginner. The honour system was implemented to make the multiplayer more fun and challenging. If players wanted to play without a change in honour points, then the host could simply set the game to 'friendly' mode. The Shogun servers had many players when EA hosted them. Role-playing was very popular and this period is considered by many fans as the best and most nostalgic. The battles themselves were very fast-paced, unforgiving to mistakes and highly reliant on individual skill both in army selection and, above all, army control. In Shogun, any army could win over another using clever, fast and precise strategies. In later Total War games, army selection was given more importance. This is the reason why many fans still refer to Shogun as the purest and most skillful of the Total War games.

Before Rome: Total War was launched by Activision, EA shut down both the Shogun Total War and the Warlord Edition servers. The players turned to the other Total War series, while the new players avoided the Shogun series. Some players wanted to return to Shogun Total War. They hosted their own servers where players could join without registering.

Development

Shogun: Total War was announced in early 1999, developed by the Creative Assembly under Electronic Arts.[2] The Creative Assembly had previously been involved with Electronic Arts, producing games for the EA Sports brand. Development was led by Michael Simpson, a former microchip designer who had joined the company three years prior. According to Simpson, Shogun was conceived when the Creative Assembly established a secondary development team from their EA Sports designers to develop an alternate, low business risk product for the company. At the time, Command & Conquer had risen to success, inspiring the creation of a number of similar real-time strategy games. Simpson's development team therefore initially planned to create a "B-title RTS game".[3]

The Art of War by Chinese military expert Sun Tzu is central to tactics and the game's artificial intelligence

As development progressed, 3dfx video cards began to proliferate amongst consumers, leading the Creative Assembly to move the game from 2D to 3D computer graphics. Initially sceptical of the results of using 3D graphics, Simpson was surprised when a 3D rendered landscape turned out to be feasible for gameplay.[3] From this point, the game began to turn away from being a simple low risk product to something more substantial; the camera view was moved from the traditional real-time strategy top-down perspective to the position of the general on the battlefield. As this limited the extent to which the player could see across the battlefield, this fundamentally changed the nature of the gameplay. To accompany this, the game took on a more historical approach for its units and tactics.[3]

However, the game was not considered to be substantive enough simply with the real-time battles; Simpson recalls that "the problem [was] that the battles themselves were very short, and we needed something to tie it together and make people care about the battles". The result was the introduction of the campaign map, intended to provide the player with a broader strategic perspective and context for the battles.[3] A feudal Japanese setting was chosen; in addition to being thought of as "cool", the Sengoku period was selected as it allowed for several different factions who could have potentially won the conflict, and due to the introduction of gunpowder to Japan, also allowed for rapid change for the game's technology tree.[3]

To attempt to make the setting as authentic as possible, the Creative Assembly enlisted the aid of Stephen Turnbull, a military historian who specialises with samurai warfare, although the jidaigeki films by Akira Kurosawa also provided a source of inspiration - excerpts of the famous Mt. Fuji castle scene from his 1985 film Ran even feature in the opening credits to the Warlord edition of the game. Elements of Sun Tzu's The Art of War were integrated into the game's artificial intelligence to provide more authentic decisions by computer-controlled factions in the real-time aspects of the game.[2][4] The game was showcased at the Electronic Entertainment Expo in both 1999 and 2000, where it garnered interest amongst the video game media.[4][5] A demonstration was released in January 2000,[6] and the game was published on 13 June 2000.[7]

Expansions and sequels

It was followed by the Mongol Invasion expansion pack which added a Mongols campaign, played as either the invaders or as Japan. The Warlord Edition was also released, containing both the original game and the expansion. The Total War series has been continued with Medieval: Total War, Rome: Total War, Medieval II: Total War, Empire: Total War. Napoleon: Total War and Total War: Shogun 2.

In June 2010, it was confirmed that a direct sequel to the original game was in development, entitled Shogun 2: Total War.[1] The game was released on March 15th 2011.[8]

Reception

Shogun: Total War received a strong critical response; the game holds scores of 84 percent and 87 percent on the review aggregator sites Metacritic and GameRankings respectively.[9][10]

References

External links


 
 

 

Copyrights:

AMG AllGame Guide. Copyright © 2012 All Media Guide, LLC. Content provided by All Game Guide ®, a trademark of All Media Guide, LLC. All rights reserved.  Read more
Wikipedia on Answers.com. This article is licensed under the Creative Commons Attribution/Share-Alike License. It uses material from the Wikipedia article Shogun: Total War Read more

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