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Edit: 2023 edit; this game is now just a big DLC for the Warhammer 3 campaign, it's left in an unfinished and unpolished state for just that reason. Don't get it because Warhammer 3 isn't worth playing either and keeps getting worse with the introduction of more and more bugs that are a result of poor care, worse coding and a need to keep pushing more monetized content into the game.

The prime of this game has passed and we are now 7 years later and there are no notable improvements to stop it from showing its age. As a big Warhammer 3 DLC, it is just not worth it.

Original review below.

-

Is this a good game? Yes. Is it the best Total War? No. Can it be? Yes, maybe, in time.

What makes it good:

- The graphics, soundtrack, voice work and overall design of the main factions (look, rosters...) are all very good.
- The battles are fun, the new elements like monsters and magic, as well as quests, work well.
- Agents are fun to use and level up, and feel neither too powerful nor too weak (although wizards may not be entirely cost effective).
- Due to the setting of the End Times, there is a certain urgency to your early game expansion, as you know Chaos is coming, which is a great early game motivator to play agressively. However, Chaos and the End Times setting also has a major downside (more on this later).
- You can now have as many armies as you want, in theory, but your upkeep goes up by a certain percentage with each new army you get. This is definitely an improvement over the previous system of a fixed maximum number of armies imo.

What holds it back: it lacks depth, and immersion.

- The devs have been talking about how rich the Warhammer lore is and how they're building (and therefore selling) the world of Warhammer piece by piece. Well, I buy this, but then I also want to see this. I want to learn about the lore, through the game. Apart from the main factions, the world and its factions aren't very developed, that is to say, 90 percent are carbon copies of the main factions. This makes exploring (read: conquering) new regions and meeting new peoples less exciting than it should be.
- The main factions' 'feel', look and rosters are unique enough to set them apart, however, their building roster is pretty much the same. So while they have a few unique features each, they're not as unique as they're made out to be.
- The Chaos invasion offers the ability to have some good battles, but overall really isn't that difficult to deal with (the Huns in Attila feel like a far greater threat).
- Siege battles really just come down to 'attack this long, usually straight wall'. You basically have the choice between rushing the walls and hiding in the corner, away from the towers, while you whittle down the defenders with magic or artillery, or create a hole in the wall with your artillery / stronger units. Rushing outside with cavalry to harass the attackers is hardly an option due to the limited size of the battlefields. This takes away a lot of the epic feel large siege battles are supposed to have.
- There are no naval battles. To give you an idea, we've had naval battles in every Total War since Empire.
- There are no settlement battles, unless the settlement has walls. I like to see the village I'm trying to defend, guys. To give you an idea, we've had settlement battles since... pretty much forever.
- The autoresolver is still broken - massing weak units and autoresolving is still the way to go. The latest patch may have addressed this, but I'm not sure yet.
- One major issue is that reinforcements show up in the wrong place a lot of the time. This is particularly irritating when you're fighting Chaos, which usually keeps its stacks close together. You'll find yourself autoresolving those fights, because having your armies arrive divided and having to micro-manage so many different fronts all at once just isn't an efficient way to go about it.
- I'm no Warhammer expert, but as far as I know, the canonical ending isn't that you win and defeat Chaos... which means there's nothing in the lore for you once you've defeated Chaos. No world events, no nothing. Once Chaos is defeated, the game becomes (even more) quiet. At this point there usually also won't be anyone who's still strong enough to pose any sort of threat. This takes away the immersion once Chaos is beaten, and offers little incentive to play on to achieve long campaign victories.
- Victory objectives can get kinda silly: I had to destroy the Empire on my Greenskins campaign, and spent the last 20 turns chasing an 'army' consisting of a starving captain, a warrior priest and a battle wizard across Brettonia and then the sea. Some empire.
- The lack of depth isn't helped by the fact Chaos has essentially been cut from the game as a playable faction.
- The AI does not build its elite units, likely because it does not know how to build up its settlements to get them. In the three playthroughs I've done, I haven't encountered one Arachnarok, Steam Tank, Terrorgheist or Giant aside from the quest battles or armies that spawned automatically.
- The small number of factions, and the relatively short time it takes to complete the campaign, means you'll probably be 'done' with this game faster than any other Total War.

What does it need to be great (these aren't things that are necessarily 'wrong' with the game, just small things that could really make the difference between a good game and a great game. You know, attention to detail.):

- 'Minor' factions like for instance Brettonia and Kislev need to be made more unique, and playable. Brettonia is on its way to getting there, but needs a bigger roster. Kislev needs the Ice Queen, the Kossars, Winged cavalry etc. - all the things that make them feel unique. Not just to offer you more factions to play as, but also to give you greater variety in the enemies you need to fight. I'd be much more interested in the Chaos DLC if I knew I wasn't going to be fighting carbon copies of the Empire nearly all the time.
- Minor human factions should have at least one unique unit which you, as the Empire, would be able to get after assimilating them - this would make uniting the provinces feel so much more rewarding.
- Victory cinematics. Come on guys, show us you put some extra effort in!
- More legendary lords per faction to choose from - even if you remain limited to 2 per playthrough, this could really help the replay value of the individual campaigns.
- More different character portraits, especially for the Empire. Legendary lords are nice and all, but you'd feel more connected to your other generals and heroes if they aren't the same bearded guy every time, right?

All in all I think this game is worth buying, but in its current state, due to the lack of content, I wouldn't buy it at full price.
Publicada em 30 de junho de 2016. Última edição em 29 de outubro de 2023.
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A decent expansion for those who want a more traditional TW experience within Atilla: TW.

Everything looks nice from the new campaign map to the UI. Some things are quite different from the base game like War Fatigue (which doesn't affect the game as much as I feared at first) and how you manage the integrity of your forces.

The Frankish Kingdom is very large indeed and taking them on feels like a 'boss fight' towards the end of the campaign (if you're going for a divine victory), so that's a positive point as well. Alliances / other forms of diplomacy actually seem meaningful, at least in my campaign (Mercia).

My only negative remark is that I would've liked more different types of units for more tactical variety, and more historical events. The rosters are better than in the base game, I suppose, because you (mostly) have a choice between cheap, medium and elite troops, but still rather limited and similar across factions, which does make battles less interesting as time goes on.
Publicada em 18 de dezembro de 2015.
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This DLC adds three missions (one Human, two Goo) that add some much-needed content and depth to the (good but short) single player campaign.

Story-wise we get an insight on what happened to Singleton, the origin of the Goo and our first glimpse at the Silent Ones, who seem like they're going to be the next faction to be introduced to Grey Goo.

Everything that was good about the original game returns, with new elements in these missions including:

- Singleton as the first hero unit in the game during one mission (funnily enough, in-game he's taller than a human tank)
- The first 'make do with the units you get' mission
- Whereas in the original campaign you could use your Mother Goo as nothing more than a base if you wanted to, this time, you'll *have* to use your Mother Goo in combat
- The first time Goo are pitted against each other in the campaign

All in all a nice little expansion, hopefully more will come so more of our questions can be answered, such as: "Will Specialist Redgrave finally get that blood off his face?"
Publicada em 19 de junho de 2015. Última edição em 19 de junho de 2015.
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Great Command And Conquer-inspired RTS fun with a modern touch and 3 very unique factions. Definitely recommended, especially in a time where good RTS games are so rare.

+ Great art style and cinematics
+ Different playstyle for each faction
+ Nice graphics / effects (particularly in death animations)
+ Very good UI
+ Good voice acting
+ Varying upgrades allow for tactical versatility.
+ Fast-paced gameplay
+ The Goo are awesome and unlike any other faction you've ever played
+ Epic units are truly epic
+ Good tutorials
+ Not too complicated to get into
+ Lucy is sexy

Neutral

= It's difficult to find out what the 'right' strategy or use of units is, but this allows for a lot of experimentation
= Story is intriguing, but short. Information is sufficient but limited, it (probably intentionally) keeps you guessing.

- Campaign is rather short (only 5 missions per faction)
- Combat may feel like 'send your ball of death to wipe out everything' / 'create your epic unit and roflstomp everything', (naturally there's more need for actual tactics on harder difficulties or in multiplayer)
- Group movement could be more fluent, some tools to form up your troops more fluently would be nice
- Aircraft feels comparatively weak and easy to counter compared to ground forces
- Telling certain buildings / units apart can sometimes be tricky
Publicada em 18 de junho de 2015. Última edição em 19 de junho de 2015.
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