Empires of Sand: Total War: Attila, and the return of factional DLC
A Review by Timothy Hunter
Today saw the release of Total War: Attila’s latest downloadable
content pack (DLC), Empires of Sand,
and the content is highly-polished, but also a revitalizing set of new
experiences for the game, which is reaching the end of its tenure as Total War: Warhammer approaches. Total War: Attila is possibly my
favourite entry in the Total War (TW) franchise, and was a vast improvement on
the fiasco that was the Total War: Rome 2
launch. Attila released clean, with
nowhere near the degree of bugginess as its predecessor, and from a gameplay
standpoint it was more balanced, and played more smoothly. It also had its own
share of controversy, with rampant DLC spamming in the month following release.
As a mouth-foaming TW fanboy, but also a savvy PC gamer, I was both overjoyed
to see an expansion to Attila, but
also nervous about getting ripped-off by DLC.
Total War: Attila was excellent on release, with a good spread of
factions, focussing mostly on the twin Roman empires, their Sassanid rival, and
the migrating hordes that rampaged westward, leading to the collapse of Rome.
It is one of my favourite periods of history, and it gave the player the chance
to be the bulwark of civilization as the Romans, or experience the full-blooded
catharsis of burning it all to the ground and salting the earth as the migrating
barbarians. Add to that the experience of revitalizing the Persian Empire in
the form of the Sassanids, and you’ve got the core experience of a fantastic
game. The DLC for the game has all been exceptionally high quality, with the
new factions all being polished, and offering new playstyles and campaign
experiences. However, Creative Assembly (CA) had profit margins to meet, and
was likely under pressure from its publisher, Sega. The DLC started with the Viking Forefathers, which came free to
any that chose to pre-order the game. Pre-order DLC always piqued my suspicion,
as it meant that the content was being specifically extracted from the game to
help push pre-orders, or as I like to call them, “pre-review orders”. I took to
it hesitantly, but couldn’t resist the thought of purging the world with that
sweet, sweet Nordic fury. The DLC was also available for post-release purchase,
so at least it wasn’t playing the scummy “exclusive content” card that PC
gamers revile. All seemed well, but within two weeks of launch CA announced the
Longbeards DLC. This is where it
started to go downhill. I bought the Longbeards
pack, and was again satisfied with the quality and polish that had clearly gone
into it, but was already getting pissed at the frequency and speed that it was
coming out. Releasing a content pack for purchase only two weeks after launch
says to me, “this was totally part of the original game, but Sega saw a way to
choke an extra $10 out of you, so we removed it.” This was the final bit of
goodwill I had left, and when CA announced the Celtic Culture Pack two weeks later, that is three DLC packs in
the space of a month after release, I and virtually the whole TW player-base
collectively stared down CA and said, “Up with this we will not put.” The Celtic Culture Pack received a critical
drubbing from the community, in spite of the fact that it was clearly a
well-designed.
The problem with Attila’s DLC was that it was clearly all
great, but released far too quickly, and too close to the game’s original
release. It devalued the original purchase, by making it seem that the consumer
had bought an incomplete product, and that they were instead being drip-fed the
full game, paying more in total than a full game should cost. What’s worse,
releasing DLC so frequently caused a spree of corrupted save files, since the
game had to update to accommodate the new factions. Considering TW’s
legendarily long campaign times (dozens if not hundreds of hours to complete a
campaign), this meant that during the first few weeks of the game’s release
that Attila’s bug-free reputation
came under severe criticism. The critical backlash also comprised a
near-community wide boycott of the Celtic
Culture Pack. This seems to have sent CA into damage control, and no
factional DLC was released for months. CA did release a campaign DLC pack for Attila, which was accepted by the community,
largely on the grounds that it was not just another factional DLC, and it was
given a reasonable stretch of time before being added to the game.
All this brings us to our current
situation. Empires of Sand feels like
it has been timed perfectly. My biggest concern with the rampant DLC spamming
in the month following Attila’s
release was not that we would see too much DLC, but that we would end up seeing
none at all, and end up with an incomplete game. Attila’s map felt a bit barren (even before you introduce it to Attila
and his ravening hordes), and I personally felt it was still so
western-centric, with most of the playable factions concentrated in Europe. The
East of the map was the grudge match grounds for the Eastern Roman Empire and
the Sassanids. I genuinely believed that some factions in the North African and
Arabian regions would spice up the game, and with Total War: Warhammer approaching, it looked like that end of the
map would go unfinished. Enter Empires of
Sand, which feels like a perfect closing act for TW: Attila. The game was growing staler with its age, and Empire
of Sand has added a little new flavour to the map that felt truly missing. The
new Desert Kingdom factions comprise the Aksum, the Himyar, and the Tanukhids.
All three factions feel well-thought out, and not just reskins or half-assed
clones of armies already in the game.
The Aksum are a north-east
African tribe, and are themed around their role as spice merchants,
monopolizing the trade route to India. As such, their unique campaign centres
around completing missions to improve trade relations, secure resources to
trade with India, and mercilessly crush your trade rivals and hear the
lamentations of their stock marketers. If all that talk of trade has you
fearing Phantom Menace flashbacks,
don’t despair, much of the profit comes at the tip of your khanda. The faction
is well-modelled, and cool looking, with awesome silk outfits and unique Indian
weapons. It is gratifying also to finally play an African faction in Attila, one that is savvy,
technologically advanced, and with a unique campaign goal: making the spice
flow.
Next are the Himyar, and these
guys are the new kids on the block in the Arabian Peninsula. In the vanilla
game, the Sassanid Empire goes all but unchallenged in its Persian realm (it is
basically the game’s easy mode to play Sassanid). Now, the Himyar rise in the
south to challenge that rule. Hymyar get a number of cool desert-themed units,
including axmen with terrifying silver masks, reminiscent of the immortals from
the film 300, or the sons of the
harpy from Game of Thrones. Their
campaign not only brings you into conflict with the Sassanids, but also sticks
you with the ticking time-bomb of an ancient dam that threatens to burst and
wipe you out if you don’t pay careful attention to maintaining it. This is what
John Oliver meant when he said that the best way to make routine maintenance of
infrastructure seem sexy was add in the threat of it exploding violently in
full HD.
Finally, we meet the Tanukhids.
These guys represent the latest horde faction to enter TW: Attila. Horde factions are kind of what sets TW: Attila apart from previous entries in the TW franchise, and
they represent migrating people without homes. Much like the Huns, these guys
will probably be most fun to play while in their horde mode, rather than
settling down, and make them great for action hounds that love to watch the
“civilized” world burn. Their gimmick is that they gain food from sacking
cities, making it more of an imperative than a leisure sport as it is for the
Huns. I like this trait, which makes more sense in the desert, where food and
grazing lands would be harder to come by, making your horde’s quest for food
more understandable.
Should you buy this? I feel like
CA has finally earned this one. The DLC for TW:
Attila was a step and a half above the content packs from previous TW
games, where it often felt like you were paying for nothing but cheap reskins
that a modder could have made in a weekend. Attila’s
DLC has all been uniformly high quality, but just felt like it was being force
on the player too hard, and too fast. This lot has been given time to brew, and
more particularly, it feels like the timing is just right to refresh the game
one last time before Total War: Warhammer
goes live. You’ll make up your own mind what you value as a consumer, but as
someone that has both loved, and been stung by DLC before, I can say that this
is one I will spend a good while enjoying while the storm that is Warhammer builds on the horizon.
For those that found this entry to be a slightly different style from my usual work, it's because this is a re-purposed article that I put up for publication. This is closer to my professional work, though still written with gamers in mind.
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