Less than a 12 months after Total War: Warhammer was launched, half two of the trilogy has been introduced, with a launch date due later this 12 months. We’ve seen a lush new trailer, had an announcement, and had an opportunity to talk with two of the proficient staff at Creative Assembly about precisely how the success of episode one has lit a hearth underneath episode two. Read on for an outline of the factions, new marketing campaign, new gameplay options, and the way you’ll join the sequel’s map to that of the unique recreation.
Want extra particulars? Here’s everything we know about Total War: Warhammer II.
The new gamers
CA say there might be 4 factions in Total War: Warhammer II at launch. Confirmed to this point are the High Elves, Dark Elves, and Lizardmen, although should you don’t thoughts, I’m going to deal with the Skaven as confirmed as properly, as a result of come on. They put a rat on the finish of the trailer and one of many new continents is The Southlands, which is dominated by Clan Pestilens.
The High Elves
“The High Elves are quite an insular race,” says recreation director Ian Roxburgh. Long in the past, the Elves have been the favorite (however not the primary) creations of the Old Ones, the unique gods of the Warhammer World, who additionally constructed them an idyllic island known as Ulthuan. Thousands of years later, this has given their descendents a sure sense of entitlement; they appear out just for themselves, and but, as a result of in addition they think about themselves the rightful rulers of the world, they stick their noses in everybody else’s enterprise anyway.
“They have very elaborate spy networks,” says Roxburgh. “They trade with other nations throughout the world purely to see what’s going on, not because they need or want the money – they’ve got plenty of it. We modeled them based on the tabletop game – like we do with all the other races – so they’ve got their own set of features and mechanics that buy into the flavour of the High Elves.”
On the tabletop, the High Elves are a disciplined, elite military. Think of that cool bit at the beginning of the Lord of the Rings, the place glittering ranks of elves take an orc cost and chop them up with cool effectivity, and also you’ve a way of their flavour. They have a number of the finest elite troops within the recreation, corresponding to Phoenix Guard – who get a perpetual magical ward that makes them extremely tanky for in any other case fragile elves – and a long-standing alliance with the dragons, so anticipate to see at the very least yet another of them within the recreation.
Yet one other factor they do brilliantly is magic, and it appears they’re bringing their largest gun proper from the beginning. The elven mage within the trailer? That’s no peculiar mage: until somebody has nicked the Moon Staff of Lileath from his room, that’s Teclis, one of the crucial highly effective magic customers in Warhammer. Expect him to be one of many High Elves’ Legendary Lords within the new recreation.
The Dark Elves
The Dark Elves are the High Elves’ twisted kin, separated from their brethren in a violent civil struggle often called the Sundering. The fireplace was by the corrupting forces of Chaos taking root in Ulthuan, then ignited – actually – when a prince named Malekith was rejected and burned by the flames that he had assumed would verify him because the Elves’ new king. See what that Elven sense of entitlement will get you? The burns ruined his once-beautiful physique, and now he’s sealed in a swimsuit of armour, as you’ll be able to see within the trailer – Malekith is the man main the Dark Elves, hiding his burned face behind that twisted golden masks. Expect him to be one among their Legendary Lords.
Anyway, he rejected the decision of the holy flames and went to struggle with those that defended their integrity. He misplaced, was kicked out of Ulthuan, and now sulks within the bleak land of Naggaroth together with his equally deranged mom Morathi, incomes the derision of all Warhammer followers for being the world’s largest child. He and his followers harass Ulthuan and dream of how to revive Malekith to the throne, as a result of child desires his bottle.
“We can’t talk about them,” says Roxburgh, “but they’ve got some very unique mechanics with them.” Since the Dark Elves practise slavery, worship a facet of Chaos, and kidnap and sacrifice their very own individuals yearly, these mechanics won’t be nice, no matter they’re.
On the tabletop, Dark Elves have many troops that imitate their High kin, however with a extra aggressive, nastier twist: their knights experience velociraptors, their dragons are black, their elites are higher at killing than tanking. And they’ve a ghastly cult of frenzied killer-women who actually bathe in cauldrons of blood in order to stay eternally youthful.
The Lizardmen
Remember how we stated the Elves weren’t the primary creation of the Old Ones? That could be the Lizardmen. They are “the most ancient of all the races,” as Roxburgh says. They’re the one faction to recollect and hold religion with the Old Ones, and CA are “building mechanics in around that flavour”. Here he mentions the geomantic internet – this can be a internet of earth power that spans the planet, with every of the Lizardmen’s temple-cities as a focus. The Slann Mage-Priests – that’s the large crimson frog factor on a floating platform within the trailer – have been in a position to faucet into the online, just like the Old Ones, and solid some extremely highly effective spells. One such spell had a hand within the destruction of the Dwarfen Empire, so right here’s hoping they don’t discover out about that.
Otherwise, the Lizardmen are a cool-as-hell military of dinosaurs. Their frontline troops, Saurus warriors, are a number of the meanest normal infantry on the tabletop, they usually also can experience velociraptors. A carnosaur – that’s a T-rex – might be seen squashing a witch elf within the trailer, ridden by Kroq-Gar, very probably one of many Lizardmen legendary lords. Stegadons are house-sized stegosauruses that may carry magical engines or howdahs filled with skinks (small Lizardmen) taking pictures poisoned blowdarts. And, exterior of uncommon exceptions like Teclis, the Slann are the very best wizards round.
“The idea is to take what we did with Total War: Warhammer that went really well, by making all these races play very differently, with new mechanics,” says Roxburgh. “We want them to be so diverse that you’re not so much choosing what flavour of race you play as, but you’re choosing what style of wargame you’re playing.”
The Skaven (unconfirmed)
That leaves the Skaven, and whereas we should always stress once more that they haven’t been formally confirmed, we redirect you to our earlier remark: come on.
The Skaven are a vile race of big and humanoid rats, supposedly created when a mysterious stranger – maybe not in contrast to the one who seems in some pop-up occasions within the first recreation – triggered a Chaos-tainted rain to fall upon a decadent metropolis, a whole lot of years in the past. The Skaven capital, Skavenblight, now stands the place that metropolis did, and it needs to be on the swampy floor to the east of Tilea on the prevailing marketing campaign map.
We think about the Skaven can have given CA some complications to make, as a result of most of their territory is underground: from Skavenblight they tunnelled far and extensive, invading the Dwarfholds beneath the World’s Edge Mountains, burrowing underneath the human Empire, even tunnelling underneath the ocean itself. This is why the inclusion of The Southlands as a continent makes us doubly certain the Skaven are coming; it’s virtually the one contiguous territory over which they’ve any management. The remainder of their empire is tunnels, with occasional cities popping up above floor like spots on a greasy teenager.
Anyway, Skaven are most likely simply as imply as Dark Elves. They too worship a Chaos god: a deity of illness known as the Great Horned Rat. His kids help in his purpose of bringing down civilisation by concocting and spreading terrible plagues which have devastated the cities of the world on many events, and it’s Clan Pestilens – they who dominate The Southlands – who focus most notably on this mission. The Skaven are divided into many different clans, whose behavior of infighting is the one purpose they haven’t taken over the world: Clan Eshin are spies and assassins, whose brokers might be kitted out to kill enemy characters and conceal themselves in in any other case regular items; Clan Skryre are dastardly engineers who invent magical weapons, just like the warp-lightning cannon, which might be as lethal as they’re unreliable; and Clan Moulder share their invention however apply it to residing issues, utilizing the mutagenic properties of Chaos-tinted warpstone to create such Frankenstein-like monstrosities as Rat Ogres and Hell Pit Abominations, that are mainly big lumps of flesh with fists hooked up.
All of this could make the Skaven one of the crucial distinctive factions but. Expect a hell of loads of squabbling to resolve should you attempt to unite the clans, a diverse and zany faction roster, and a few actually distinctive strategic mechanics centred on tunnelling about, establishing ambushes, and spreading plagues.
The new recreation
So if these are the gamers, what’s the sport? In retaining with their ever-escalating ambitions, and impressed by the looming Chaos invasion of the primary recreation, CA are introducing an goal that “pushes the pace and lead-up to the conclusion of your campaign in a way we’ve never tried before,” says communications supervisor Al Bickham.
See, the Old Ones travelled between planets utilizing stargates, solely the gates on the Warhammer planet collapsed and began leaking Chaos into the world. It was round then that the Old Ones left the Lizardmen and the High Elves to scrub up the mess, with the elven mage Caledor Dragontamer making a vortex to empty Chaos away.
It’s that vortex, positioned on the Isle of the Dead on the coronary heart of Ulthuan, that’s the central goal of the marketing campaign in Total War: Warhammer II. “Something has happened to destabilise that vortex a bit,” says Roxburgh, “and each of the races in the world are looking to jump in and take advantage of this. A couple of them want to keep it stable, keep the status quo, keep Chaos at bay.” It’s secure to imagine that these are the Lizardmen and High Elves, who’re each good guys (or as shut as you’ll ever get in Warhammer).
“Others want to destabilise it while they can so they can take advantage of the carnage that would ensue,” that’ll be the Dark Elves and Skaven. “So we’ve built individual narratives around each of the races now, and how they feed into the vortex. They’ve all got their own story.”
We ask the way you’ll work together with the vortex, and CA merely say “rituals” are concerned, which sound like they’ll comprise a quest line. Each race will “have different requirements to get to the point where they have to cast a ritual,” says Roxburgh. “The storyline for that individual race will tell you why and what’s going on. As you go through the game you get to cast these rituals that will unlock a bit more of the narrative and unlock your power and control over the vortex.”
This creates an impartial, parallel observe to what you’d in any other case think about to be your marketing campaign progress, and CA are excited in regards to the wrinkle it will add to the endgame. “Now you can actually be beaten to effect the vortex by the other races,” says Roxburgh, by which case, you’d lose the sport even should you’ve conquered half the world. The concept “is to really do something with that endgame that keeps it exciting, keeps it challenging right to the end. You’re never going to take your finger off the pulse and just auto-resolve and go through the motions.”
One problem with having an island on the centre of your marketing campaign map: there’s an ocean round it. This raises the query of naval fight, which isn’t new to Total War and isn’t unimaginable in a Warhammer setting – there may be lore inspecting the world’s navies, and there have been video games both made or licensed by Games Workshop that includes them. But it’s not taking place.
“We don’t have naval combat in the game, I’ll be clear about that – we don’t have full, simulated naval battles,” says Bickham. “We pretty much decided from the start that Warhammer, the tabletop game, is land-based, and that’s where we’re gonna focus all our efforts.”
But there’s nonetheless that island, although, and sure, “there will be requirements to cross perilous bodies of ocean,” Bickham concedes. “Suffice to say, there’s gameplay built around naval passage around the map,” we simply don’t but know what form it’ll take. Roxburgh sees it as a possibility: “How do you make the crossing of these areas of water more interesting than just moving from A to B? It’s going to be another part of Warhammer II that feels very different to things we’ve done before.”
Linking it collectively
It’s been a promise from the outset of this challenge that in the future, you’d have the ability to play a world-stretching marketing campaign with all fifteen armies from the eighth version tabletop rulebook, and CA have stated they’ll obtain this by permitting gamers to attach the marketing campaign maps of every particular person instalment, in addition to having them work standalone. We’re now on the cusp of seeing how that’ll occur, and CA shared slightly element.
Total War: Warhammer II has its personal map (which is “slightly bigger” than the Old World within the first recreation), with Naggaroth, Ulthuan, Lustria and a fourth continent, the Southlands. You gained’t want any pre-existing content material to play the New World marketing campaign on that map with the 4 launch factions. If, nevertheless, you additionally personal the unique Total War: Warhammer, you’ll get a free replace “shortly after” the discharge of the sequel, which can comprise a brand new mega marketing campaign map. You’ll have the ability to play the Old World and New World campaigns from each main video games independently, however you’ll even have a 3rd marketing campaign, with each the maps and all the opposite content material you personal mixed on this mega map.
“That’s free,” says Roxburgh. “It’s basically because we want to make that game and we know our fans want to play that game, so that will just be the biggest and most rich and diverse campaign we’ve ever done in Total War.”
We ask how the 2 campaigns will have an effect on one another within the mixed marketing campaign – whether or not an previous faction like, say, The Empire will get up to date with the vortex goal. CA aren’t able to say an excessive amount of, but it surely seems like a number of the narrative richness of the brand new marketing campaign might be jettisoned to accommodate all of the previous races that aren’t concerned. “The elaborate mega-campaign will be more sandbox and have less individual narrative to do with each of the races,” says Bickham. But some adjustments from Warhammer II might be utilized to Warhammer I, corresponding to UI enhancements and sure unnamed gameplay options.
In Hindsight
It raises the attention-grabbing query of how retrospective CA are tempted to be, now that they’ve come to this point in lower than a 12 months because the launch of the unique. Each new DLC appears to convey an extra leap in ambition: the Beastmen have been actually simply a mixture of Greenskin and Chaos mechanics, however the Wood Elves have been an enormous departure from the norm. Bretonnia, as a human faction, may’ve been each bit as vanilla because the Empire, however as a substitute CA gave them actually impactful, characterful mechanics just like the chivalry and peasant economic system methods. Are they tempted to return over the unique factions, and provides them just a few new methods?
“At the risk of saying things I shouldn’t, it’s a trilogy that we’re making,” says Roxburgh, cautiously. “So by the time we’ve finished we would like to have done the kind of thing you’re talking about and really go back and do a sweep over most of the races.”
He mentions lords as a chance, and Bickham factors out that “we’ve done a little bit of that already. We tweaked Balthasar Gelt a bit, and Isabella and Vlad, who are now essentially their own Vampire Counts subfaction… Having a living game, and that’s what this is going to be right across all three parts of the trilogy, constantly gives us the opportunity to go in and tweak here or push this.”
Source