

No part of Warhammer 2 has been left untouched by the Vortex. There's potential for every major and minor faction in the world to get involved, and that guarantees the absurdly huge, dramatic battles that Total War does so well, while injecting some delightfully tricky encounters into every playthrough. Performing those rituals is the most stressful situation I’ve encountered in a Total War game, and it happens at least five times a game, each attempt being more challenging than the last. And while this is going on, the forces of Chaos decide to pop in to say hello. They might send some armies, but they might also spend gold on a one-off army that will spawn right next to one of the sites. See, everyone knows when a ritual has started, so there’s a good chance that the other factions will intervene. For ten turns, those sites must be protected, and that’s not easy. When the ritual kicks off, three settlements are selected, and they become ritual sites. And this is where things start to get a little more complicated. Then, five rituals must be completed, each costing a large amount of currency. To gain mastery over the Vortex, each faction must gather up Vortex currency by establishing new settlements, completing quests and constructing unique, very rare buildings in specific locations. But it’s been weakened, and each of the four playable factions is in a race take control over it for their own reasons. Created by the Elves, it stops Chaos from leaking into their world. At the heart of the High Elf realm sits a large maelstrom, the campaign’s titular Vortex. The second objective makes things much more interesting. The first one is closer to what you’ll probably be used to: beat the crap out of everyone and take over the world. Instead of being a straightforward domination game, Warhammer 2 has two paths to victory. And most surprising, it comes with a proper story, told through lavish cutscenes. While its scale is that of a grand campaign, it’s more directed, complete with shared objectives that dramatically change the flow of the game. With Warhammer 2, we get the Vortex campaign instead. Typically, the launch of a new Total War is accompanied by a new grand campaign, a huge sandbox with limited direction. This is largely down to the non-traditional main campaign. It's one of, if not the, largest and most complex game in the series' history, but it's also one of the most focused. With Warhammer 2, Creative Assembly have found a way to have their cake and eat it too.
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Previous games in the series have found focus in different ways - Attila uses the devastation wrought by the Huns, while Shogun 2 uses its limited landmass - and those that haven't directed the players' experience at least a little have often collapsed under their own weight.

Warhammer 2 is massive but like the best Total Wars - Shogun 2, Attila and post-DLC Warhammer - it's blessed with a focus that keeps the titanic scale of the campaign and battles from becoming too exhausting. It was touch and go for a bit, though, which is fairly typical of Creative Assembly’s bloodthirsty sequel. Reinforcements made it in time, slaughtering the rats and warriors by their hundreds. Total War: Warhammer 2 is a race, and it's an utterly savage one.įrom the safety of the other side of that campaign I can tell you that I survived. Army, after army, after army, all attempting to stop the ritual. By land and sea they arrive, this howling mass of warped warriors and chittering rat-men.

In two more turns, Skaven and Chaos armies will be at the gates. In three more turns, the ritual will be complete, and I’ll be one step closer to controlling the Vortex that holds the forces of Chaos at bay.
