![]() In hindsight, as harsh as I was on Thrones, its throw-spaghetti-at-the-walls approach to its design at least had a long-term purpose, and a year later ended up helping bring us one of the best Total War games of all time. Rather than going wild with experimental ideas like Thrones of Britannia did, Creative Assembly seem to have reacted to that game’s shortcomings and played it much safer here. ![]() The basic idea is the same: release a smaller, lighter Total War that has a faster developmental turnaround (and a unique pricing strategy, in that it was free for 24 hours on the Epic Games Store, a deal that 7.5 million people took them up on).īut this time around, other parts of the brief seem to have changed. Now, a couple of years later, we’ve got the second of these testbeds, A Total War Saga: Troy. Which spelled bad news for the reaction to Thrones of Britannia, maybe, but in the long run its sacrifices actually turned out to be worth something, because the new mechanics that did work (like army mustering) made it into the next proper Total War game, Three Kingdoms, and helped make it excellent. The first one was called Thrones of Britannia, and it sucked! It was, as I described it at the time, a “complete mess”, missing much of what makes a bigger Total War so much fun and bringing in a bunch of weird, new mechanics that sometimes just didn’t sit right at all. So a few years back, developers Creative Assembly had a very good idea: in between major releases, they’d work on smaller, more experimental games, where they could test new ideas and features before rolling them out into the bigger, mainline series. Total War is a series whose games can swing wildly between “all-time classics” and “oh no”.
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