Last year, Total War: Shogun 2 managed to reunite the Total War faithful
 after a series of controversial games in the franchise. And now there's
 been a welcome development: Those who didn't get enough of Shogun 2 can
 try out a new expansion, Fall of the Samurai. The expansion doesn't 
require the original game to play, and it's a fascinating new take on 
the series, so it's a great buy for just about anyone.
To be sure, Fall of the Samurai doesn't mess with the basics of Total 
War—in fact, it doesn't even mess with the basics of Shogun 2. You'll be
 looking at the same beautiful graphics, hearing similar high-quality 
sound effects, playing through the same cycles of turn-based strategy 
and real-time tactics, enjoying the same kind of multiplayer battles, 
and unfortunately even dealing with the same load times and A.I. that 
you did before. 
What's great about Fall of the Samurai, however, is that it introduces a
 completely new historical context—and with a new place in history come 
thirty-nine new units, new reasons for fighting, and new societal 
dynamics. In other words, it's the same game at heart, but you're 
looking at it in a completely new way. This is exactly what an expansion
 should be.
Hardcore fans don't need to be reminded, but Shogun 2 was set in Japan's
 Sengoku period—it was essentially a retooling of the original Shogun 
title that stripped away the overly complicated aspects of more recent 
Total War games. When we arrive at the Fall of the Samurai, hundreds of 
years have gone by, and Westerners have arrived on Japan's shores with 
superior firepower. The country is divided into two major factions—those
 loyal to the Shogunate, and those loyal to the Emperor. Whichever side 
you choose, you'll need to walk a line between adopting cutting-edge 
technology on the one hand, and keeping your traditional culture intact 
on the other. You can even switch allegiances if you don't mind shaking 
things up a bit and taking risks.
 
  
In real life, these were the events that forced Japan to eliminate its 
samurai culture and feudal system. The game is loosely based upon this 
history, but that doesn't mean you can't change it. You'll be forced to 
make various decisions, some large and some small, that affect the 
landscape. You're not merely living through history; you're 
participating in it as a major player. 
The tensions of this era are immediately apparent when you step into the
 new game. While the expansion is well-balanced enough that you can rout
 stronger armies with careful tactics, Fall of the Samurai usually 
brings to life a simple historical fact: Guys with big guns will almost 
always rip guys without them to pieces. As much as your people might 
hate it, you will need to adapt to the times and keep pace with new 
technology. Otherwise, the battlefield will become a slaughterhouse.
All the major elements of Total War make a showing here, some of them 
with significant tweaks since the last time we saw them. The game is 
made up a variety of interlocking systems, and while each is fairly 
simple in itself, they create a very deep and complex experience when 
they all work together. At the outset of the game, you'll choose from 
among a variety of Shogun- and Emperor-loyal factions, each of which 
comes with a variety of advantages, disadvantages, and victory 
conditions. 
The campaign is turn-based, and this is where you'll need to build up 
your armies, recruit soldiers, manage your economy, and make grand 
strategic decisions. You'll choose the trajectory of your society's 
development in a tech tree, and you can make a variety of decisions for 
your family, such as assigning jobs to your sons and marrying off your 
daughters in politically advantageous ways. You can also assign various 
"agents," such as ninjas and geishas, to conduct special ops behind 
enemy lines, undermining your rivals without resorting to outright 
battle. This is a lot to take in at once, but there are video tutorials 
to help you out, an encyclopedia you can consult, and a variety of 
advisers who basically never stop yapping at you. (Personally, I think 
it would help newcomers if the advisers spent less time telling you what
 every menu does and more time telling you what you're doing wrong, but 
maybe that's just me.)
Once you attack an enemy army or castle, you see a completely different 
side to Total War. While you can auto-resolve battles to save time if 
you have a significant numerical advantage, you'll want to fight more 
evenly matched battles in person. Here, the game becomes a pausable 
real-time strategy game, and you find yourself in control of a variety 
of different units. As was the case with the original Shogun 2, the 
battles here show the true genius of the folks at Creative Assembly. 
Each area of Japan you fight in has unique geographical features, 
ranging from natural landforms to man-made castles designed to keep you 
out. Every battle has unique characteristics—your units, the enemy's 
army, the contours of the land, the walls you need to break down to get 
to the bad guys—that force you to think on your feet and adjust your 
strategy to the situation at hand. 
While these broad outlines haven't changed since Shogun 2, Fall of the 
Samurai features a whole lot of fun new toys for those of us who love 
destroying things. From the first time a line of gun-toting enemies mows
 down a bunch of your advancing spearmen, you'll be hooked to the 
pursuit of technology, no matter what your populace thinks about it. How
 could you not love pounding the enemy with artillery, or mowing down 
lightly armed enemies with a Gatling gun?
While naval battles aren't new to Total War, they are far more prominent
 here thanks to the new seafaring technologies that have come to 
fruition and the new option to siege ports. This is a great development 
in a way, because it distinguishes this expansion from what came before.
 However, naval battles were never quite the crown jewel of Total War's 
various features, and there's something about them that still doesn't 
quite satisfy. Things are not helped by a new system that allows you to 
control some of your gunners in the first person. It just doesn't feel 
right—in a strategy game, the human player is supposed to be a god or a 
general, not a grunt aiming a gun. Overall, I found ships most fun to 
use when they were assaulting on-shore targets, rather than engaging in 
frustrating fights with other ships. 
Credit: http://www.cheatcc.com/
| By Robert VerBruggen Contributing Writer Date: April 5, 2012 |