In addition to the varied roster comprised of four factions - namely Empire, Orcs, Dwarves and the Undead - Total War: Warhammer promises more fluid combat. The miniature company has been handing out its IPs left and right over the recent years, so it was nice to see one landing on a grander-scale title instead of just throwaway mobile titles. You can also equip your main hero with magical gear to boost his, her (or its) effectiveness.Ĭreative Assembly is definitely including some humour (especially originating from the goblin units) here, which seems appropriate considering the over-the-top nature of Warhammer. There are also a number of heroic units of slightly smaller stature, such as the War Priest, Bright Mage and Orc Shaman. They can be defeated in battle with considerable effort, but never truly die. Your armies are commanded by especially powerful hero units such as Empire's Karl Franz or the Vampire Lord von Carstein. More as a gimmick, you can guide a Goblin Doom diver as he propels himself with a giant slingshot to soar briefly over the battlefield on a hangglider. We were shown not just halberdiers and huge Black Orcs, but also steam tanks, griffon riders, various cannons and flying units - a first in a Total War game. Warhammer seemed to be a perfect match for the tactical and large-scale battles the series is known for with the added benefit of the deep roster of Games Workshop's offerings. Two armies (Empire and Orc) clashed against each other in a mountain pass, showcasing several units and new unit types completely new to the Total War franchise. I hope they release footage of it soon, as it was quite the marvel to behold. The Blackfire Pass fight was dubbed as a "Quest Battle", something Ian Roxburgh hopes will provide the otherwise freeform game some needed narrative. The battle itself was pre-recorded to some extent but running in real-time with the current pre-alpha engine. Twice in fact, first "as is" and then with the developers commentating and explaining the events, units and tactics involved. After a brief introduction, we were shown the first ever gameplay footage of a Battle at Blackfire Pass. I interviewed Project Lead Ian Roxburgh, Battle Designer Simon Mann and Dev Manager (effectively producer) Mark Sutherns on various aspects of the upcoming title. We meet with three of the minds behind the title at the studio's Horsham office, which is currently undergoing some renovations.
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