Empire: Total War
| Total score | ![]() |
| Game play | ![]() |
| Nuts & bolts | ![]() |
| Bells & whistles | N/A |
Periodically, probably every year or so, I try out some of the alternatives to the things I’m used to using. I’ll download a copy of Linux for my desktop just to see where they're up to. And I’ll buy an A list “strategy” game from a high street store, just to see where they’re at too. Just to confirm my prejudices, if nothing else.
The Total War series of games keep straying close enough to being actual wargames that the newest one seemed an obvious candidate to be part of this year’s alternative-things effort. So if you’re a fellow grog who’s similarly tempted let me save you the trouble.
The first game in the Total War franchise – Total War being a trademarked term mind you, and not by Dr Goebbels – was Shogun, set in medieval Japan obviously. And Shogun was in unusual enough a setting, and new enough an idea to have been worth the money; but Rome followed and was a joke, and this current game really isn’t much better. I didn’t see any of the others, like I say there’s usually only one of these experiments a year, and often my choice is made for me, coming along bundled with a video card. But to cut a long story short, if you paid for any of the earlier games then there’s no real point in getting this one: the improvements are mostly minor, and the failings are mostly the same.
DRM infected
Before you read any further be aware too that this game requires online activation & for you have the Steam virus, (ahem) trojan, (ahem) client installed on your computer to play. It doesn’t matter if you buy the on-a-disc version in a bricks & mortar store, you’ll still need to activate it. If such things matter to you then you have been warned.
Scope
ETW covers the eightieth century, pretty much in its entirety. Well, the entire “strategy game” version of the eightieth century in any case, but it’s still an impressive effort content-wise. There are three theatres (Europe, India, & America) and the maps for each theatre are big. Whole game big. In addition there are a few chokepoint locations between the theatres and all up I’d call it a comprehensive enough world map.
A lot of effort’s been put into building a strategy game for that map – but it fails, for many of the common reasons RTS games fail, chief amongst which is the comatose AI. Big armies almost always beat small ones, but despite that the AI will hardly ever mass its troops, instead sending them out in penny packets. Technology (the usual canard of a tech tree indeed) makes a difference, but not enough of one to matter much. And all up the strategy game is the same slow drudge of building & expanding whichever country it is you choose, without ever meeting any serious obstacles, without doing anything new or different, no matter which country you have. It’s all so samey.
And while the maps are pretty it’s hard to zoom out far enough to see much while retaining any detail, and on matters graphical: the giant men who stride across the map representing units & individuals in the game look just plain stupid. Fee fi fo fum … But despite the obvious effort that’s been put into building a strategic game, and its equally obvious failings, the meat of this title is the tactical combat. Always has been in this series.
Thankfully you can jump straight into tactical battles without enduring the strategic game too, but they’re random battles, none of the really famous eighteenth century battles are here. Poltava, Plassey, Montenotte (with Napoeon!) … Blenheim for goodness sake, there’s a long list of famous ones that should be included but aren’t. The only historical land battle included is Brandywine Bridge, and then only as a very, very simple lesson that perhaps you should look for an undefended ford before charging across a defended one. Ho hum.
The tactical maps are all in 3D of course. And they’re lavish. To a 2D kind of guy like me the battles on land as well as at sea sure look pretty, but that’s as heady as my praise is likely to get. There are just so many things they could easily have got right, but didn’t seem to bother with. The speed for starters.
Run!
On land units charge about. You can run or you can walk, but everybody runs. All the time. At Olympic speeds - full packs & heavy weapons notwithstanding. The pasty faced programmers who produced this nonsense have very clearly never lifted anything heavier than a keyboard, nor walked at faster than the slightly hurried pace needed for them to get to their nearest Coke machine. As with the other games in the series the speed of everything is just plain risible. People reload at Olympic speeds, sight & fire at Olympic speeds. Everything is just too fast. It’s the eighteenth century on amphetamines & crack.
And they charge around in formation what’s more. Everybody on the planet’s in formation, because all of the armies in the game are really just clones of one another, varying simply by the different skins that’re painted on top. The Indians (both sorts) line up in neat ranks just like the Prussians, and so too does everybody else; Frederick really would be proud of the reach of his influence in this game. Of course as even broken formations stay in fairly ordered blobs it’s probably not that much of a surprise. That’s not to say you should expect the linear warfare of the period though. As everybody’s running all those neat lines of troops quickly overlap into meaningless blobs.
Messing about in boats
At sea it’s much the same, plus your ships will sail to wherever you click for them to go. Their speed and course don’t seem to relate to their trim, or to the wind at all, and their ability to turn on a dime, even to spin almost on the spot like a top, well, it’s bewildering to say the least. What point strategy when all of your units can just manoeuvre at will?
And this is (vastly accelerated) “real” time combat – so lots & lots of frantic clicking back & forth is rewarded, and hand eye coordination matters much more than any sort of a plan, especially when all of both sides’ ships usually end up spinning about in another meaningless clump of fail, just like the land battles.
Maybe some or all of this is fixable in a mod – but as it is, it isn’t worth much more than a look, and certainly isn’t worth spending serious time or money on.
Closest living relative
In many ways this game is the mirror image of Crown of Glory (COG) – the last game I reviewed – COG has a much better (though still fatally flawed) strategic game with a worse tactical game bolted onto it. ETW is a promising tactical game with a less than stellar strategic game bolted on, also it seems almost as an afterthought. If only we could get the two games to mate somehow … or the designers … (eww).
Despite the realism problems in the tactical games, it’s the strategic side of this game that’s its real weak point. The “advanced” economic rules I detested in my COG review? They’re here in spades. Build a road, build a farm, build a … type 1003 province improvement. Meaningless detail that some kids will think is depth and “strategy” (it makes me sad, it really does) but which you and I can safely do without, I think.
The oversimplified attrition & supply rules I disliked in COG? Picture no attrition & no supply, & no penalties imposed by extreme weather, & no (the list of what’s missing just goes on & on) … The more I think about it the more I think the strategic game really was just put in as an excuse to fight the tactical battles, and is something they could happily have left out entirely.
In summary
I give this game one star, it’s stable if a little unwieldy, and it has great potential for a realism mod to come out and fix the tactical game. But that's potential mind, whether it’s possible & whether it gets done only time will tell. As it is, the game as is eminently miss-able.
On the strength of ETW I’ll probably skip the next few sausages in the franchise myself. My RTS desire has been well and truly sated recently, and not in a good way.


