Great Battles - Medieval Review


In the same way that it’s hard to talk about an MMO these days without making at least some passing reference to the elephant that is World Of Warcraft, we can’t discuss the merits of Slitherine’s latest historical TBS without comparing it to the Total War series. So, let’s get this out of the way: they both feature historical figures and battles, both have a campaign maps with a tactical choice of scenarios and you can zoom the camera down from a lofty viewpoint to rub shoulders with the common soldier as he plies his trade on the battlefield. That’s where the two part ways and HISTORY Great Battles: Medieval develops a character distinct from Creative Assembly’s mammoth franchise.

Slitherine’s spearhead strategy is a microcosm of Total War, focusing on smaller skirmishes set in feudal France on the backdrop of the Hundred Years war. Combat is much closer to classic turn-based play, with armies moving along the lines of an invisible grid to waypoints you’ve decided in advance, and an auto-pause in effect for every manoeuvre you take. It’s less realistic for sure, but it’s also a hell of a lot more transparent and accessible for it.

Historically, morale played an even bigger part in Medieval warfare than it does today; peasants, for example, were conscripted into armies and were the first to rout when it all went pear shaped. Though a tactically valuable resource in Medieval times, archers were also drafted from serf ranks and couldn’t be found too far behind the peasants when the going got too tough. Knights, by contrast, were heavily armoured, trained and sought to cover themselves in glory. All of this is reflected in Medieval’s gameplay, with flanking manoeuvres and rear attacks having a visibly diabolical effect on troop morale, especially when outnumbered.

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