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Medieval: Total War - Review
System: PC
Rated: T
Shop: Buy It Cheap · Get The Guide

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The units in the game include various types of troops including archers, spearmen, infantry, and cavalry.  Balance is maintained by a unit/counter-unit system (e.g. spearmen do well against cavalry, archers do well against spearmen, cavalry do well against archers), and units are further rated on weapon quality, morale, and the quality of leadership (not yours, the on-field generals').  The AI does a good job of providing a worthy opponent, and understands the strengths and weaknesses of its units and how to maneuver them in combat.  However, good tactics alone will not carry the day, as unit quality, experience, and morale have a large impact on a unit's combat worthiness.

It can definitely be said that the battles in Medieval: Total War are on a grand scale not found in many other strategy games.  The engine is able to support over 10,000 troops on the field of battle, and it can be fascinating just to watch large battles unfold.  Each individual man is animated, and although they look a touch clunky at the closest zoom level, this is understandable given the scale of the battles and the finite processing power of PCs.  Should a man fall in battle, his corpse will remain where he fell, not just until a little decay animation is played, but for the entire battle.  Pitched battles will leave behind heaps of corpses that will litter the battlefield along the ebbs and flows of the battle lines.

If there's one disappointing aspect of the battles it is the castle sieges.  Castles in the game are fitted with archer towers that will rain a steady stream of arrows at your troops if they get too close, but for the most part castles act as a pen to contain the enemy forces.  A siege consists of taking out a section of wall with your siege engines, thus letting the enemy out and you in to engage in battle.  There is no manning of the ramparts, ladders and towers, or battering rams.  Just knock down a wall and run around in the confined quarters of the castle yard hacking at the enemy and you'll take over a castle.

ScreenshotsIn addition to the real-time battles, the game has a campaign mode as well.  The game spans the entire Medieval period from 1087 through 1453, dividing the nearly 400 year span into early, middle, and late periods. You can select to play as one of twelve different factions, among them the English, Spanish, and French in the west, the Polish and Russians in the east, and even Islamic factions from the Middle East. 

The strategic component of the game is turn-based, and during the course of your turn you'll need to create units and build improvements that will allow provinces to generate more income or build more advanced units.  You can also collect your units into armies, and move these across the map one province per turn to conquer new territory or protect your realm.  In addition to the faction-controlled provinces, there are neutral provinces (called rebel provinces in the game) that are there for the taking by the first faction that comes along.  You'll want to take all of the rebel provinces within reach as soon as you can, as making war on another faction can carry political consequences.

Medieval: Total War does a good job of trying to capture the complexities of medieval diplomacy and religion, and make it playable as a component of the game.  The computer controlled pope carries a lot of power in the game, and can warn you to call off your invasion of a Christian province under threat of censure and the declaration of a crusade against you.  On the other hand, getting the pope to approve your crusade will result in financial backing and a swell in the ranks of your armies as they take on the enemies of the church.

 


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