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Medieval: Total War Review
November 03, 2002   Jakub Wojnarowicz > [View My Other Articles]
Product Info | +User Review | Article Images(56) | Image Gallery | Comments | Forum Thread
Graphics

Survey the field

Despite the primitive 2D sprite nature of Shogun’s units, we liked the graphics there. The same holds true for Medieval. They may be 2D, their animations obviously won’t be as fluid as a 3D game, but it’s hard to find a 3D game engine capable of displaying 10,000 individual troops at a time, especially when they are as varied as the ones in Medieval.

Medieval: Total War Review [ Death to my foes @ 800 x 600 ] > View Full-Size in another window.
Death to my foes

Medieval: Total War Review [ Archers are out of ammo, might as well use them as fodder @ 800 x 600 ] > View Full-Size in another window.
Archers are out of ammo, might as well use them as fodder

Medieval: Total War Review [ They'll let my troops retreat back @ 800 x 600 ] > View Full-Size in another window.
They'll let my troops retreat back


Actually since the point is up, we’re wondering about that 10,000 troop claim with Medieval itself. It’s possible to set up battles with 10,000 men at the same time, but that never occurs in the game. Gamers are still limited to ludicrously small armies, of 16 units per side. Even when counting the maximum 100 men that fodder units like peasants or spearmen will get you, that means each side in the battle has a paltry 1600 men, for a maximum of 3200 per battle. Occasionally one side might get allies involved, but rarely will this be a significant force – and most definitely not another 1600 men. Typically, battles will resolve themselves with 400 to 800 soldiers per side, which is hardly the 10,000 claimed. When one or both sides brings over 16 units to the fray, those extra units come in as reinforcements. Again, what’s the point of claiming the engine can run 10,000 men in a battle?

Hot sexy hills!

Our experience has been that smaller or medium-sized battles are more fun and challenging than conflicts with 16 units per side. Well, maybe not more challenging, but certainly more satisfying. It is easier to appreciate the tactics when you’re not running around giving your units orders. This then suggests a simple solution to the large army problem – why not simply combine units? If a player brings two armies, why not throw together the two units of 100 peasants each into one single 200 peasant unit?

Medieval: Total War Review [ Out of enemy archer range @ 800 x 600 ] > View Full-Size in another window.
Out of enemy archer range

Medieval: Total War Review [ I wonder why he doesn't move them closer @ 800 x 600 ] > View Full-Size in another window.
I wonder why he doesn't move them closer

Medieval: Total War Review [ Woop there it is! @ 800 x 600 ] > View Full-Size in another window.
Woop there it is!


With all that said and done, it is impressive to see the armies maneuver, feint and strike across the gorgeous battlefields that are a stable of the Total War games. The maps are really something else, showing far more variety than previously. Terrain can be temperate, lush, arid, desert or winter. There can be light or heavy rain and even snow. The sky can be overcast, sunny and the weather might change from minute to minute. There are far fewer bridges and river crossings, most likely due to the poor decisions the AI makes in those situations, but there are plenty of mountains, hills, trees and even villages.




Back! How accurate is that scope?     It’s like chess, or magic: the gathering Next!
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 Random Fact
10,000 men per side might be realistic in medieval battles, but it certainly was not for the major conflicts in Japan! The most powerful daimyos like Nobunaga often had over a hundred thousand men at their disposal.

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