reviewed by Kenn Hart
Editor, Lone Warrior (Solo Wargamers Association)
I have played the boardgame Shogun, so I was well prepared for the computer game - I thought! You are the warlord or Daimyo of a Japanese Samurai Clan in 16th century Japan, whose aim is to rule the entire country, by whatever means that is possible. Different Clans start with different troop types that would be historically correct, for example the Takeda were great horse warriors and accordingly they start with six lots of cavalry plus the ability to create/recruit more. Other Clans first have to build a castle, then an Archery Dojo (school) or a Spear Dojo, then build a larger castle before they can build a Horse Dojol This takes time, money (in the form of Koku) and all the time the other Clans are knocking at your door. I have completed a normal style full campaign leading the Takeda and also the Hojo now the task is to become Shogun using another clan. Failed with Mori who have mountainous terrain but little revenue and Shimazu, who did better but come up against a very wealthy and large Hojo clan. The strategic game is played on the map of Japan divided into its many and varied provinces. The units of a Clan, are shown by a samurai holding a nobori (large vertical flag) and the number of units on that stack is denoted by how much red hatching is on the flag. I would have preferred the hatching to be in the Clans own colours, rather than all be red, which can cause confusion in a crowded province. The base of the figure is in the Clans colours but they have a tendency to get hidden when there are a lot of counters in a province. A subtle way of hidden movement is that the counters do not tell anyone what units are there, what their role is and their actual strength. If this was designed by the production team, then 'Well Done' and if not still 'Well Done.' You can click on a friendly stack to see the exact composition and if you have a spy or ninja in the province you can observe the enemy's statistics as well. My initial strategic moves have been refined and now I have produced a schematic map showing me what province is what and what their strengths are. This helps me plan my moves plus assists me in my long term objectives like creating top class Warrior Monks or those lovely but deadly Geisha's. I was very aware of 'Treaty Breaking', because in Civilization II all the other nations know if you do it and it is much frowned upon whereas in Shogun, it would appear no one cares! I found having a treaty is no safe guard from attack so my advice is 'Trust not the samurai bearing gifts!' The player must improve his provinces, as well as capturing others. Only by increasing the wealth of the clan can further improvements in civil as well as military technology be made. It is essential to get to the front in the 'Arms Race' and stay there; otherwise superior troops will do horrible things to your guys. All this action takes place on the main map board of Japan. It all sounds a little dry at the moment but for any Civilization 11 players they will really appreciate the building of the infrastructure before vou can field top class armies. Tactical Once you decide to invade a province or someone' calls on you' then the picture completely changes and the scene moves to the actual battlefield. There is only one word to describe the terrain, action, sound and feeling created and that is 'Realistic'. My schematic map is worth its weight in gold prior to a battle, especially when the enemy are defending a river with just one narrow bridge across it. In that case a lot of storm troops supported by missilemen are the order of the day with cavalry to ensure the pursuit is bloody. At first when playing Shogun on winning a battle I would allow my troops to sit back on their laurels and watch the fleeing enemy scamper over the far horizon. Not any more! I ride down as many of them as I can, so I don't have to face them again in the next province. My ultimate target in a pursuit is the enemy Daimyo, well recognizable by his personal standard, and I make every effort to ensure he falls, This can, at times, mean a Clan losses its leader and all the provinces it owns revert to being Ronin and Bandits, who do not co-operate together but are still a menace on their own. During a pursuit the magic of Shogun can really be admired, because during the actual conflict one is too busy to sit back and admire the animation. Individual figures from a unit chase off after fleeing troops, engage them, defeat them and then move onto the next enemy. Eventually the unit becomes very tired at which point they all regroup and stand still. Along I come with my "No prisoners" order and indicate which hapless enemy they should kill, but they are so fatigued that they do not move. Frustrating at the time, but most realistic. Take that high ground and watch those woods/forests. This is a good tip when playing this first rate game. I have hidden armies in and been attacked by large armies from the shelter of the trees, with the first thing you know of an enemy presence is a shower of arrows and a subtle change in the music. I really enjoy the music and the unbelievable sound effects and must say whoever thought of having the choice of the game in English or Japanese pulled a masterstroke. Naturally I plugged for the Japanese, of which I do not understand a word, but there are sub titles etc at the relevant parts and it really adds to the 'feel' of the game. Shogun as a feel, and realism, which will be enjoyed by Samurai fans and by other general wargamers. It is a milestone in computer wargaming and the AI is so responsive that the enemy will think nothing of running away before a single shot as been fired, or changing the facing of its forces if it can see you are trying to turn its flank. Brilliantly frustrating! I have demonstrated the game to two other game FS, only one of which is into the period in a slight way and both have dashed out and bought a copy. I resent the time I have taken to do this review because I should be setting off on my next attempt to become Shogun. Whatever the future holds for the team from Electronic Arts I can only take this opportunity to thank them for what will be/is a classic game. During thoughts about how the game system could progress, I think the next period they should look at is more or less the same era but in Europe. Visions of Swiss and Landsknecht pike blocks with accompanying arquebusiers and musketeers, Gendarmes in their gilded armour on mighty warhorses, the banners of Spain, France, Italy, Holland, Sweden, Germanic Princes and England, what a beautiful site they will make on the battlefield. There is always the English Civil War if they want another island race that knocks lumps of each other. Whatever they come up with I wish them well and know I will get many more hours of fun, frustration and sleepless nights out of SHOGUN - TOTAL WAR before I am ready to move on. VERY HIGHLY RECOMMENDED and definitely well worth the wait. Recommended configuration: 300 MHz or faster Pentium II processor. 64 MB RAM. 8x or faster CD-ROM/DVD-ROM drive. 1.5 GMB free disk space. 3D Graphics accelator with 16MB or more video using the 3dfx Voodoo. Internet required for the Internet games! See http.//www.totalwarcom Back to MWAN #109 Table of Contents Back to MWAN List of Issues Back to MagWeb Magazine List © Copyright 2001 Hal Thinglum This article appears in MagWeb (Magazine Web) on the Internet World Wide Web. Other military history articles and gaming articles are available at http://www.magweb.com |