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T

otal War: Warhammer

(which we will

be calling

Total Warhammer

because

it’s obviously the better name) has

been begging to exist for years. Developers

tried and tried again to make a RTS Warhammer

game work, and time and time again, they

failed. They lacked finesse. Passion.

Understanding. Warhammer isn’t a title you can

slap on a can of beans – it’s a world, a universe

that you have to understand in order to recreate

the magic.

It was a task perfectly suited for Creative

Assembly.

The famed UK developers aren’t just game-

makers – they’re hardcore researchers. People

who want to understand the real world to the

point where they can craft a digital one that’s

just as meaningful. It turns out their skill isn’t

just useful for capturing the world of Samurai

and Knights – they used it to perfectly craft the

Old World.

“We started off with a very similar process to

the historical games,” said James Winston,

Total

Warhammer

campaign designer, “so when we

do those we have a long pre-production period

where we just read up about

that historical period, the units,

the political set up and political

factions. It was the same this

time around, except this time we

were researching the history of

the Old World, which is equally

as deep as the world’s history.

That’s thousands of years,

fifteen different army books,

a massive main manual. We

spent a couple of weeks going

through those, and all the factions.”

Their dedication and research is

immediately apparent. There isn’t a

Warhammer fan breathing (breathing

pretty heavily, too heavily) that can’t

appreciate the immense of amount

of detail and effort CA has brought

to play.

Looking down on the map of

the Old World, a map that eclipses

every previous TW release in terms

of detail, structure, and beauty,

it is painfully obvious that the

team understands more than just

‘where the factions are’. They’ve

taken the time to craft the actual

geography of the world.

The level of minutiae would make someone

with OCD a little uncomfortable. It goes further

than the names of places and legendary lords

– clans and rivals that may have only graced a

byline at the bottom of an army book can be

found in the game. It’s almost counterintuitive

to have added the kind of depth only the

biggest of tabletop nerds will be able to gawp

at, as according to Winston, they’re just one-

third of the market they’re trying to target.

“We wanted to make it very accessible to

new players. We’re aware there are going to

be Warhammer players who have never played

a Total War before who will be joining, but we

don’t want to alienate our existing players in

any way. It is a total war game at its core, it just

has Warhammer content, so it’s a complete

sandbox environment with that juicy layer

sitting on top. Then there’s that third group who

might be into fantasy, or are attracted to the

sheer spectacle. It’s about making it appeal to

all groups and making it accessible to all the

newcomers who are going to be coming in to

this sort of thing. “

On the campaign map, Winston is absolutely

right – it is accessible. Anyone can jump in and

Mark Ankucic gets his hands on the best franchise collision since Scooby

Doo met Superman, and speaks to campaign designer JohnWinston

about how Creative Assembly captured theWarhammer magic.

Xxxxxx

It’s about making it appeal

to all groups and making

it accessible to all the

newcomers...

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GAMES

FEATURE

60

jbhifi.com.au

MAY

2016

GAMES

Total

Warhammer