Two decades ago, Shogun: Total War spawned a history spanning strategy series, several spin-offs and even a detour into Warhammer. Almost all of them are unified by tactical real-time battles, turn-based empire-building, and a foundation that was established all the way back in the late 1990s, during Shogun’s development. But the first concept for the game looked very different.
In 2000, Creative Assembly released its hybrid. There was diplomacy, trade, ninjas going around murdering people; then you’d quickly have to switch gears so you could micromanage individual units and crush your enemy in real-time scraps. These fundamentals haven’t been changed, but before the studio came up with the enduring formula, it was creating a traditional Command & Conquer-style RTS.
SHOGUN CONTROL
The first change came when graphics cards started appearing, giving the team the freedom to build 3D maps with more realistic terrain. When, on a whim, the camera was changed so that it pointed at the horizon, the traditional top-down perspective was also thrown out. But one vital ingredient was still missing.
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A New Dawn - The rise, fall and rise again of PC Gaming in Japan
The so-called 'Paso Kon' market (ie katakana's transliteration of 'Pasonaru Computa') in Japan was originally spearheaded in the 1980s by NEC's PC-8800 and, later, its PC-9800.
MARVEL: ULTIMATE ALLIANCE
Enter the multiverse of modness.
SLIDES RULE
Redeeming a hated puzzle mechanic with SLIDER
GODS AND MONSTERS
AGE OF MYTHOLOGY: RETOLD modernises a classic RTS with care
PHANTOM BLADE ZERO
Less Sekiro, more Wo Long: Fallen Dynasty
STARR-MAKING ROLE
Final Fantasy XVI's BEN STARR talks becoming a meme and dating summons
THIEF GOLD
Learning to forgive myself for knocking out every single guard.
HANDHELD GAMING PCs
In lieu of more powerful processors, handhelds are getting weirder
FAR FAR AWAY
STAR WARS OUTLAWS succeeds at the little things, but not much else shines
FINDING IMMORTALITY
Twenty-five years on, PLANESCAPE: TORMENT is still one of the most talked-about RPGs of all time. This is the story of how it was created as a âstay-busyâ project by a small team at Black Isle Studios