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Shogun: Total War

Shogun: Total War is a turn-based strategy and real-time tactics video game developed by The Creative Assembly and published by Electronic Arts for Microsoft Windows personal computers. Released in June 2000, the game became the debut title in The Creative Assembly's Total War series. Set in Japan during Sengoku jidai—the "Warring States" period from the 15th to the beginning of the 17th century—the game has players adopt the leader of a contemporary Japanese clan, attempt to conquer the nation and claim the position of shōgun. 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 3D real-time mode.

Shogun: Total War
Developer(s)Creative Assembly
Publisher(s)Electronic Arts
Sold Out
Sega
Director(s)Michael Simpson
Composer(s)Jeff van Dyck
SeriesTotal War
Platform(s)Microsoft Windows
Release
  • NA: 12 June 2000[1]
  • EU: 16 June 2000
Warlord Edition
  • NA: 13 August 2001
  • EU: 2 November 2001
The Mongol Invasion
  • EU: 8 August 2001
Genre(s)Turn-based strategy, real-time tactics
Mode(s)Single-player, multiplayer

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" powered by 2D computer graphics following the popularisation of the genre through titles such as Command & Conquer. However, the 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. An expansion pack, The Mongol Invasion, followed only in Europe in August 2001, adding a playable version of the Mongol invasions of Japan. The game's positive reception and sales paved the way for the development of successive Total War releases set in different times and regions. Total War: Shogun 2 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 and released in March 2011.

Gameplay edit

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 daimyō with the objective of conquering Japan through military might, diplomacy, espionage, trade, and religion—thereby taking the position of shōgun. 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 southwestern 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 rōnin.

Campaign edit

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 daimyō and his heirs are also represented as generals—if a daimyō 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 edit

 
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 the strength of numbers, the weapons used, and the 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's 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 edit

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.

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 edit

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 edit

Shogun: Total War was followed by The Mongol Invasion expansion pack, set in the Mongol invasions of Japan and released only in Europe on 8 August 2001.[8] Additional battles and a campaign were also added in the game. The player could play as either the Mongol invaders or as Japan. The Warlord Edition was also released, containing both the original game and the expansion; likewise, the Gold Edition is the same as the Warlord Edition, with minor differences in the loading screens. Warlord, for example, has an introduction movie with scenes from the Japanese film Ran which inspired the game. The Gold edition was released in a later DVD form, whereas Warlord was released in CD form. The Total War series was continued with titles mainly set around Europe, including Medieval: Total War, Rome: Total War, Medieval II: Total War, Empire: Total War and Napoleon: Total War.

In June 2010, it was confirmed that the series would return to Sengoku-era Japan, now with all of the graphical and engine improvements since the first; a direct sequel, titled Total War: Shogun 2.[citation needed] The game was released on 15 March 2011 and critically acclaimed, and was followed by several expansion packs set in earlier and later periods of Japanese and Samurai history.[9]

The game was later re-released on Steam with upgraded visuals on 25 June 2015.

Reception edit

Shogun: Total War edit

Shogun: Total War received "favorable" reviews according to the review aggregation website Metacritic.[10] Jason Samuel of NextGen said, "Once you figure out the realtime interface, this is a thoroughly enjoyable experience that has a lot of replay value. Shogun is only the first of a proposed Total War series. We're sure looking forward to more."[23]

In December 2002, the game received a "Silver" award from the Entertainment and Leisure Software Publishers Association (ELSPA), indicating lifetime sales of at least 100,000 units in the UK.[27] The ELSPA ultimately raised it to "Gold" status,[28] indicating sales of at least 200,000 units.[29] The game achieved sales between 100,000 and 390,000 units in the U.S. by August 2006, but was outsold by its successor Rome: Total War.[30] The Creative Assembly's Tim Ansell later said that "it didn't set the world alight in terms of sales, but it was still up there with the big guns."[31]

The staff of Computer Gaming World nominated the game as the best wargame of 2000, although it lost to Combat Mission: Beyond Overlord. They called the former "a dream come true for fans of medieval Japanese warfare", and wrote that "there has never been a game that so stunningly depicts historical warfare."[32] Similarly, the game was a finalist for CNET Gamecenter's "Best Real-Time Strategy Game" award, which went to Sacrifice.[33] The staff of Computer Games Magazine nominated the game for their 2000 "Strategy Game of the Year" award, whose winner remains unknown.[34] The game won the award for "Best Strategy Game" at GameSpot's Best and Worst of 2000 Awards,[35] and was nominated for the "Best Sound" award, which went to The Sims.[36] During the 4th Annual Interactive Achievement Awards, the Academy of Interactive Arts & Sciences nominated Shogun: Total War for the "Computer Innovation" award, which ultimately went to Deus Ex.[37]

It was nominated for a 2000 BAFTA Interactive Entertainment Award, in the category of 'Games – PC'.[38]

Warlord Edition edit

The Warlord Edition expansion pack received a bit more "favorable" reviews than the original according to Metacritic.[39]

It was a nominee for Computer Gaming World's 2001 "Best Wargame" award, which ultimately went to Squad Battles: Vietnam.[47] It won the award in BAFTA's Music category.[48]

The Mongol Invasion edit

IGN gave The Mongol Invasion a score of 8.9 out of 10 and called it "a good expansion pack".[8]

References edit

  1. ^ Fudge, James (12 June 2000). . Computer Games Strategy Plus. Strategy Plus, Inc. Archived from the original on 10 June 2003. Retrieved 18 December 2021.
  2. ^ a b Ward, Trent C. (8 February 1999). "Lessons on the Art of War". IGN. Ziff Davis. Retrieved 23 July 2016.
  3. ^ a b c d e Gillen, Kieron (24 August 2007). "The Making of: Shogun: Total War". Rock Paper Shotgun. Gamer Network. Retrieved 18 December 2021.
  4. ^ a b Butts, Steve (5 May 2000). "Shogun: Total War (Preview)". IGN. Ziff Davis. Retrieved 23 July 2016.
  5. ^ . GameSpot. CNET. 15 May 1999. Archived from the original on 30 July 2009. Retrieved 23 July 2016.
  6. ^ "Shogun Demo". IGN. Ziff Davis. 21 January 2000. Retrieved 23 July 2016.
  7. ^ Woods, Nick. . AllGame. All Media Network. Archived from the original on 14 November 2014. Retrieved 23 July 2016.
  8. ^ a b Adams, Dan (23 August 2001). "Shogun Total War: The Mongol Invasion". IGN. Ziff Davis. Retrieved 23 July 2016.
  9. ^ Laycock, Craig (11 November 2010). . Total War. Sega. Archived from the original on 18 November 2010. Retrieved 23 July 2016.
  10. ^ a b "Shogun: Total War for PC Reviews". Metacritic. Red Ventures. Retrieved 23 July 2016.
  11. ^ Woods, Nick. . AllGame. All Media Netwotk. Archived from the original on 14 November 2014. Retrieved 23 July 2016.
  12. ^ Dultz, Marc (6 June 2000). . Gamecenter. CNET. Archived from the original on 15 August 2000. Retrieved 18 December 2021.
  13. ^ Mayer, Robert (21 June 2000). . Computer Games Strategy Plus. Strategy Plus, Inc. Archived from the original on 10 June 2003. Retrieved 18 December 2021.
  14. ^ Liberatore, Raphael (September 2000). "The Way of the Warrior (Shogun: Total War Review)" (PDF). Computer Gaming World. No. 194. Ziff Davis. pp. 92–96. Retrieved 24 July 2016.
  15. ^ Edge staff (June 2000). "Shogun: Total War" (PDF). Edge. No. 85. Future Publishing. p. 83. Retrieved 18 December 2021.
  16. ^ Fahey, Rob (27 June 2000). "Shogun: Total War". Eurogamer. Gamer Network. Retrieved 23 July 2016.
  17. ^ Olafson, Peter (15 June 2000). . GamePro. IDG Entertainment. Archived from the original on 7 February 2005. Retrieved 24 July 2016.
  18. ^ Liu, Johnny (July 2000). "Shogun: Total War Review". GameRevolution. CraveOnline. from the original on 24 September 2015. Retrieved 18 December 2021.
  19. ^ Chin, Elliott (19 June 2000). "Shogun: Total War Review". GameSpot. Red Ventures. Retrieved 23 July 2016.
  20. ^ Timperley, Nate (27 June 2000). . GameSpy. IGN Entertainment. Archived from the original on 28 January 2005. Retrieved 23 July 2016.
  21. ^ Lafferty, Michael (23 June 2000). "Shogun: Total War Review". GameZone. from the original on 10 February 2008. Retrieved 19 December 2021.
  22. ^ Butts, Steve (22 June 2000). "Shogun: Total War". IGN. Ziff Davis. Retrieved 23 July 2016.
  23. ^ a b Samuel, Jason (July 2000). "Shogun: Total War". NextGen. No. 67. Imagine Media. p. 93. Retrieved 18 December 2021.
  24. ^ Morris, Daniel (August 2000). . PC Gamer. Vol. 7, no. 8. Imagine Media. p. 88. Archived from the original on 15 March 2006. Retrieved 23 July 2016.
  25. ^ Braxton-Brown, Justin (6 July 2000). . The Cincinnati Enquirer. Gannett Company. Archived from the original on 14 March 2003. Retrieved 23 July 2016.
  26. ^ Soropos, George; Wilks, Daniel (November 2001). "Shogun: Total War". PC PowerPlay (66): 62–63.
  27. ^ . Entertainment and Leisure Software Publishers Association. 12 December 2002. Archived from the original on 21 February 2003.
  28. ^ . Entertainment and Leisure Software Publishers Association. Archived from the original on 19 March 2009.
  29. ^ Caoili, Eric (26 November 2008). "ELSPA: Wii Fit, Mario Kart Reach Diamond Status In UK". Game Developer. Informa. from the original on 18 September 2017. Retrieved 18 December 2021.
  30. ^ Edge staff (25 August 2006). . Edge. Future plc. Archived from the original on 17 October 2012. Retrieved 18 December 2021.
  31. ^ PC Zone staff (7 May 2004). . PC Zone. Future plc. Archived from the original on 15 July 2007.
  32. ^ CGW staff (April 2001). "The 2001 Premier Awards: Games of the Year (War)" (PDF). Computer Gaming World. No. 201. Ziff Davis. p. 78. Retrieved 19 December 2021.
  33. ^ Gamecenter staff (25 January 2001). . Gamecenter. CNET. Archived from the original on 9 March 2001. Retrieved 19 December 2021.
  34. ^ CGM staff (8 February 2001). . Computer Games Strategy Plus. Strategy Plus, Inc. Archived from the original on 9 February 2005.
  35. ^ GameSpot staff (5 January 2001). . GameSpot. Ziff Davis. Archived from the original on 19 February 2001. Retrieved 19 December 2021.
  36. ^ GameSpot staff (5 January 2001). . GameSpot. Ziff Davis. Archived from the original on 3 February 2001. Retrieved 19 December 2021.
  37. ^ . Academy of Interactive Arts & Sciences. Archived from the original on 17 April 2001. Retrieved 19 December 2021.
  38. ^ "BAFTA Awards (Interactive: Games – PC in 2000)". BAFTA. Retrieved 23 July 2016.
  39. ^ a b "Shogun: Total War Warlord Edition for PC Reviews". Metacritic. Red Ventures. Retrieved 23 July 2016.
  40. ^ Abner, Will (30 November 2001). . Computer Games Magazine. theGlobe.com. Archived from the original on 22 December 2001. Retrieved 19 December 2021.
  41. ^ Liberatore, Raphael (December 2001). "Shogun: Total War Warlord Edition" (PDF). Computer Gaming World. No. 209. Ziff Davis. p. 120. Retrieved 24 July 2016.
  42. ^ "Shogun: Total War Warlord Edition". Game Informer. No. 100. FuncoLand. August 2001.
  43. ^ Chick, Tom (24 August 2001). "Shogun: Total War Warlord Edition Review". GameSpot. Red Ventures. Retrieved 23 July 2016.
  44. ^ Walker, Mark H. (23 November 2001). . GameSpy. IGN Entertainment. Archived from the original on 6 February 2005. Retrieved 23 July 2016.
  45. ^ Lafferty, Michael (1 October 2001). . GameZone. Archived from the original on 4 October 2008. Retrieved 19 December 2021.
  46. ^ "Shogun: Total War Warlord Edition". PC Gamer UK. Future Publishing. 2001.
  47. ^ CGW staff (April 2002). "Games of the Year (Best Wargame)" (PDF). Computer Gaming World. No. 213. Ziff Davis. p. 79. Retrieved 19 December 2021.
  48. ^ "BATFA Awards (Interactive: Music in 2001)". BAFTA. Retrieved 23 July 2016.

External links edit

  • Official website
  • Shogun: Total War at MobyGames
  • Shogun: Total War (Warlord Edition) at MobyGames
  • Shogun: Total War – The Mongol Invasion at MobyGames

shogun, total, turn, based, strategy, real, time, tactics, video, game, developed, creative, assembly, published, electronic, arts, microsoft, windows, personal, computers, released, june, 2000, game, became, debut, title, creative, assembly, total, series, ja. Shogun Total War is a turn based strategy and real time tactics video game developed by The Creative Assembly and published by Electronic Arts for Microsoft Windows personal computers Released in June 2000 the game became the debut title in The Creative Assembly s Total War series Set in Japan during Sengoku jidai the Warring States period from the 15th to the beginning of the 17th century the game has players adopt the leader of a contemporary Japanese clan attempt to conquer the nation and claim the position of shōgun 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 3D real time mode Shogun Total WarDeveloper s Creative AssemblyPublisher s Electronic ArtsSold OutSegaDirector s Michael SimpsonComposer s Jeff van DyckSeriesTotal WarPlatform s Microsoft WindowsReleaseNA 12 June 2000 1 EU 16 June 2000Warlord EditionNA 13 August 2001EU 2 November 2001The Mongol InvasionEU 8 August 2001Genre s Turn based strategy real time tacticsMode s Single player multiplayer 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 powered by 2D computer graphics following the popularisation of the genre through titles such as Command amp Conquer However the 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 An expansion pack The Mongol Invasion followed only in Europe in August 2001 adding a playable version of the Mongol invasions of Japan The game s positive reception and sales paved the way for the development of successive Total War releases set in different times and regions Total War Shogun 2 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 and released in March 2011 Contents 1 Gameplay 1 1 Campaign 1 2 Warfare 1 3 Multiplayer 2 Development 3 Expansions and sequels 4 Reception 4 1 Shogun Total War 4 2 Warlord Edition 4 3 The Mongol Invasion 5 References 6 External linksGameplay editShogun 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 daimyō with the objective of conquering Japan through military might diplomacy espionage trade and religion thereby taking the position of shōgun 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 Kyushu and the southwestern end of Honshu incorporates the Shimazu Mōri and Takeda clans while the Oda and Imagawa clans control the central parts of Honshu The northern parts of Honshu 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 rōnin Campaign edit 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 nbsp 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 daimyō and his heirs are also represented as generals if a daimyō 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 edit nbsp 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 the strength of numbers the weapons used and the 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 s 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 edit 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 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 editShogun 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 amp 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 nbsp 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 editShogun Total War was followed by The Mongol Invasion expansion pack set in the Mongol invasions of Japan and released only in Europe on 8 August 2001 8 Additional battles and a campaign were also added in the game The player could play as either the Mongol invaders or as Japan The Warlord Edition was also released containing both the original game and the expansion likewise the Gold Edition is the same as the Warlord Edition with minor differences in the loading screens Warlord for example has an introduction movie with scenes from the Japanese film Ran which inspired the game The Gold edition was released in a later DVD form whereas Warlord was released in CD form The Total War series was continued with titles mainly set around Europe including Medieval Total War Rome Total War Medieval II Total War Empire Total War and Napoleon Total War In June 2010 it was confirmed that the series would return to Sengoku era Japan now with all of the graphical and engine improvements since the first a direct sequel titled Total War Shogun 2 citation needed The game was released on 15 March 2011 and critically acclaimed and was followed by several expansion packs set in earlier and later periods of Japanese and Samurai history 9 The game was later re released on Steam with upgraded visuals on 25 June 2015 Reception editShogun Total War edit Shogun Total WarAggregate scoreAggregatorScoreMetacritic84 100 10 Review scoresPublicationScoreAllGame nbsp nbsp nbsp nbsp nbsp 11 CNET Gamecenter8 10 12 Computer Games Strategy Plus nbsp nbsp nbsp nbsp nbsp 13 Computer Gaming World nbsp nbsp nbsp nbsp nbsp 14 Edge8 10 15 Eurogamer9 10 16 GamePro nbsp nbsp nbsp nbsp nbsp 17 GameRevolutionB 18 GameSpot8 8 10 19 GameSpy90 20 GameZone9 5 10 21 IGN8 5 10 22 Next Generation nbsp nbsp nbsp nbsp nbsp 23 PC Gamer US 84 24 PC PowerPlay86 26 The Cincinnati Enquirer nbsp nbsp nbsp nbsp 25 Shogun Total War received favorable reviews according to the review aggregation website Metacritic 10 Jason Samuel of NextGen said Once you figure out the realtime interface this is a thoroughly enjoyable experience that has a lot of replay value Shogun is only the first of a proposed Total War series We re sure looking forward to more 23 In December 2002 the game received a Silver award from the Entertainment and Leisure Software Publishers Association ELSPA indicating lifetime sales of at least 100 000 units in the UK 27 The ELSPA ultimately raised it to Gold status 28 indicating sales of at least 200 000 units 29 The game achieved sales between 100 000 and 390 000 units in the U S by August 2006 but was outsold by its successor Rome Total War 30 The Creative Assembly s Tim Ansell later said that it didn t set the world alight in terms of sales but it was still up there with the big guns 31 The staff of Computer Gaming World nominated the game as the best wargame of 2000 although it lost to Combat Mission Beyond Overlord They called the former a dream come true for fans of medieval Japanese warfare and wrote that there has never been a game that so stunningly depicts historical warfare 32 Similarly the game was a finalist for CNET Gamecenter s Best Real Time Strategy Game award which went to Sacrifice 33 The staff of Computer Games Magazine nominated the game for their 2000 Strategy Game of the Year award whose winner remains unknown 34 The game won the award for Best Strategy Game at GameSpot s Best and Worst of 2000 Awards 35 and was nominated for the Best Sound award which went to The Sims 36 During the 4th Annual Interactive Achievement Awards the Academy of Interactive Arts amp Sciences nominated Shogun Total War for the Computer Innovation award which ultimately went to Deus Ex 37 It was nominated for a 2000 BAFTA Interactive Entertainment Award in the category of Games PC 38 Warlord Edition edit Shogun Total War Warlord EditionAggregate scoreAggregatorScoreMetacritic87 100 39 Review scoresPublicationScoreComputer Games Magazine nbsp nbsp nbsp nbsp nbsp 40 Computer Gaming World nbsp nbsp nbsp nbsp nbsp 41 Game Informer9 10 42 GameSpot8 5 10 43 GameSpy86 44 GameZone9 5 10 45 PC Gamer UK 93 46 The Warlord Edition expansion pack received a bit more favorable reviews than the original according to Metacritic 39 It was a nominee for Computer Gaming World s 2001 Best Wargame award which ultimately went to Squad Battles Vietnam 47 It won the award in BAFTA s Music category 48 The Mongol Invasion edit IGN gave The Mongol Invasion a score of 8 9 out of 10 and called it a good expansion pack 8 References edit Fudge James 12 June 2000 Shogun Total War Ships Computer Games Strategy Plus Strategy Plus Inc Archived from the original on 10 June 2003 Retrieved 18 December 2021 a b Ward Trent C 8 February 1999 Lessons on the Art of War IGN Ziff Davis Retrieved 23 July 2016 a b c d e Gillen Kieron 24 August 2007 The Making of Shogun Total War Rock Paper Shotgun Gamer Network Retrieved 18 December 2021 a b Butts Steve 5 May 2000 Shogun Total War Preview IGN Ziff Davis Retrieved 23 July 2016 Ones to Watch Editor s Choice The Games of E3 1999 Notable Strategy Games continued GameSpot CNET 15 May 1999 Archived from the original on 30 July 2009 Retrieved 23 July 2016 Shogun Demo IGN Ziff Davis 21 January 2000 Retrieved 23 July 2016 Woods Nick Shogun Total War Overview AllGame All Media Network Archived from the original on 14 November 2014 Retrieved 23 July 2016 a b Adams Dan 23 August 2001 Shogun Total War The Mongol Invasion IGN Ziff Davis Retrieved 23 July 2016 Laycock Craig 11 November 2010 Shogun 2 Release Date Announced Total War Sega Archived from the original on 18 November 2010 Retrieved 23 July 2016 a b Shogun Total War for PC Reviews Metacritic Red Ventures Retrieved 23 July 2016 Woods Nick Shogun Total War Review AllGame All Media Netwotk Archived from the original on 14 November 2014 Retrieved 23 July 2016 Dultz Marc 6 June 2000 Shogun Total War Gamecenter CNET Archived from the original on 15 August 2000 Retrieved 18 December 2021 Mayer Robert 21 June 2000 Shogun Total War Computer Games Strategy Plus Strategy Plus Inc Archived from the original on 10 June 2003 Retrieved 18 December 2021 Liberatore Raphael September 2000 The Way of the Warrior Shogun Total War Review PDF Computer Gaming World No 194 Ziff Davis pp 92 96 Retrieved 24 July 2016 Edge staff June 2000 Shogun Total War PDF Edge No 85 Future Publishing p 83 Retrieved 18 December 2021 Fahey Rob 27 June 2000 Shogun Total War Eurogamer Gamer Network Retrieved 23 July 2016 Olafson Peter 15 June 2000 Shogun Total War Review for PC on GamePro com GamePro IDG Entertainment Archived from the original on 7 February 2005 Retrieved 24 July 2016 Liu Johnny July 2000 Shogun Total War Review GameRevolution CraveOnline Archived from the original on 24 September 2015 Retrieved 18 December 2021 Chin Elliott 19 June 2000 Shogun Total War Review GameSpot Red Ventures Retrieved 23 July 2016 Timperley Nate 27 June 2000 Shogun Total War GameSpy IGN Entertainment Archived from the original on 28 January 2005 Retrieved 23 July 2016 Lafferty Michael 23 June 2000 Shogun Total War Review GameZone Archived from the original on 10 February 2008 Retrieved 19 December 2021 Butts Steve 22 June 2000 Shogun Total War IGN Ziff Davis Retrieved 23 July 2016 a b Samuel Jason July 2000 Shogun Total War NextGen No 67 Imagine Media p 93 Retrieved 18 December 2021 Morris Daniel August 2000 Shogun Total War PC Gamer Vol 7 no 8 Imagine Media p 88 Archived from the original on 15 March 2006 Retrieved 23 July 2016 Braxton Brown Justin 6 July 2000 Shogun chops way into middle of Japanese war The Cincinnati Enquirer Gannett Company Archived from the original on 14 March 2003 Retrieved 23 July 2016 Soropos George Wilks Daniel November 2001 Shogun Total War PC PowerPlay 66 62 63 LATEST ANNOUNCEMENT OF ELSPA SALES AWARDS Entertainment and Leisure Software Publishers Association 12 December 2002 Archived from the original on 21 February 2003 ELSPA Sales Awards Gold Entertainment and Leisure Software Publishers Association Archived from the original on 19 March 2009 Caoili Eric 26 November 2008 ELSPA Wii Fit Mario Kart Reach Diamond Status In UK Game Developer Informa Archived from the original on 18 September 2017 Retrieved 18 December 2021 Edge staff 25 August 2006 The Top 100 PC Games of the 21st Century Page 7 Edge Future plc Archived from the original on 17 October 2012 Retrieved 18 December 2021 PC Zone staff 7 May 2004 Games That Changed The World Shogun Total War PC Zone Future plc Archived from the original on 15 July 2007 CGW staff April 2001 The 2001 Premier Awards Games of the Year War PDF Computer Gaming World No 201 Ziff Davis p 78 Retrieved 19 December 2021 Gamecenter staff 25 January 2001 The Gamecenter Computer Game Awards for 2000 RTS Game of the Year Nominees Gamecenter CNET Archived from the original on 9 March 2001 Retrieved 19 December 2021 CGM staff 8 February 2001 Computer Games Magazine announces nominees for annual best in computer gaming awards Computer Games Strategy Plus Strategy Plus Inc Archived from the original on 9 February 2005 GameSpot staff 5 January 2001 Best and Worst of 2000 Strategy Game of the Year GameSpot Ziff Davis Archived from the original on 19 February 2001 Retrieved 19 December 2021 GameSpot staff 5 January 2001 Best and Worst of 2000 Best Sound Nominees GameSpot Ziff Davis Archived from the original on 3 February 2001 Retrieved 19 December 2021 Fourth Interactive Achievement Awards Computer Innovation Academy of Interactive Arts amp Sciences Archived from the original on 17 April 2001 Retrieved 19 December 2021 BAFTA Awards Interactive Games PC in 2000 BAFTA Retrieved 23 July 2016 a b Shogun Total War Warlord Edition for PC Reviews Metacritic Red Ventures Retrieved 23 July 2016 Abner Will 30 November 2001 Shogun Total War Warlord Edition Computer Games Magazine theGlobe com Archived from the original on 22 December 2001 Retrieved 19 December 2021 Liberatore Raphael December 2001 Shogun Total War Warlord Edition PDF Computer Gaming World No 209 Ziff Davis p 120 Retrieved 24 July 2016 Shogun Total War Warlord Edition Game Informer No 100 FuncoLand August 2001 Chick Tom 24 August 2001 Shogun Total War Warlord Edition Review GameSpot Red Ventures Retrieved 23 July 2016 Walker Mark H 23 November 2001 Shogun Total War Warlords Edition GameSpy IGN Entertainment Archived from the original on 6 February 2005 Retrieved 23 July 2016 Lafferty Michael 1 October 2001 Shogun Total War Warlord Edition Review GameZone Archived from the original on 4 October 2008 Retrieved 19 December 2021 Shogun Total War Warlord Edition PC Gamer UK Future Publishing 2001 CGW staff April 2002 Games of the Year Best Wargame PDF Computer Gaming World No 213 Ziff Davis p 79 Retrieved 19 December 2021 BATFA Awards Interactive Music in 2001 BAFTA Retrieved 23 July 2016 External links editOfficial website Shogun Total War at MobyGames Shogun Total War Warlord Edition at MobyGames Shogun Total War The Mongol Invasion at MobyGames Retrieved from https en wikipedia org w index php title Shogun Total War amp oldid 1183045123, wikipedia, wiki, book, books, library,

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