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Medieval 2: Total War - Kingdoms US Patch v1.5. This is a patch from SEGA for the Medieval 2: Total War - Kingdoms. Medieval 2: Total War Kingdoms Patch - Forts in the Crusades campaign are now made of stone. Fixed various units having incorrect shield values. Fixed a number of inconsistencies between units' speech and their unit cards. Complete your Total War collection with this Definitive Edition of Total War: EMPIRE, which includes all DLC and feature updates since the game’s release: Take on the Warpath Campaign and lead one of 5 new Native American factions in an epic war to defend your lands and drive out the invaders. Total War: Shogun is a Commercial software in the category Miscellaneous developed by Sega of America. It was checked for updates 283 times by the users of our client application UpdateStar during the last month. The latest version of Total War: Shogun is currently unknown. It was initially added to our database on. This special edition of Shogun: Total War once more returns the player to the lands of feudal Japan. The turn-based overview maps and real-time strategy melees are back, but with the addition of a new race, new campaigns and some new units. The original release of Shogun was well received, but how well has the product aged?
Mystery and intrigue surround the period of feudal Japan featured in Shogun: Total War. The images of warriors wielding ancient swords coupled with traditional Japanese music in the soundtrack create an ambience of great importance. The game is both factual and fictional with a portion of the game dedicated to the historical battles of the era.
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However, these battles are highly disappointing and not the highlight of the game. Shogun: Total War can be described as chess combined with strategy games like Conquest of the New World. You move your individual armies in groups of 60 men, while adding on to your empire with castles, dojos, docks and farmland.
At the beginning, you begin with a set number of provinces that increase or decrease depending on your success. The map, music and sound effects all make for a rather pleasant but brooding atmosphere. Once you embark into a foreign province, you have the option to declare war and, if you do so, can either play the battle manually or let the computer determine results automatically.
The manual battles are very long and it's difficult to maintain a perspective of what is happening. The characters of your army are very tiny but the surroundings are graphically fantastic. You have several formation options from which to choose and you can strategically set up your army however you like. But, in the end, all it comes down to is you clicking on the other army to attack.
Once you begin actually fighting the other clan, the sounds are very brutal. Screams of pain and sounds of swords tearing into flesh are made excruciatingly obvious in Shogun: Total War during war sequences. This helps to describe the hedonistic nature of feudal Japan and asserts the fact that this game is definitely not for kids.
With all these descriptive war sounds, however, there is very litle to watch. The characters are so tiny they look like little playing cards and when your archers fire at the enemy the arrows look like puny specks of dust in the air. A question you'll no doubt ask yourself is: 'If they could create such a wonderful background, why couldn't they have made the characters a little bigger?' This is only one aspect of the game and, with an option for computer-controlled battles, can be ignored.
Most of your time will be spent in building your empire. The first thing you have to do is construct buildings such as large castles and ports so your community can thrive. Another good thing to do is create as many troops as possible. Every time you end your turn, a disembodied voice tells you how your crop yields are doing and whether or not you won or lost a battle.
Each clan has diplomatic capability and quite frequently an emissary from another clan will visit your castle and ask for an audience. When you grant one, you are transported to the Throne Room where the emissary offers his proposal for an alliance which you can either accept or decline.
The characters in the Throne Room are very detailed and look almost real. After the emissary is finished with his business, he walks backwards out of the room carefully and darts in the other direction. The face and movements of the characters are very creepy, almost as if they intend to be deceitful.
Video sequences follow certain problematical events in the game and every so often strange and interesting things happen. For example, your emissary might be stalked by an assassin. When that happens, you see a video of your character with the assassin behind him and if he loses the confrontation, you'll have to create a new one. These little sequences are fun to watch and add some excitement to the game.
Overall, though, Shogun: Total War is a very slow paced game, not unlike many strategy games. The details and images created in Shogun: Total War is commendable. Other than the tiny armies in the fight sequences, every aspect of gameplay is well done. Armies are moved as if picking up a chess piece and moving it to another square, in this case a province.
The video and the Throne Room are all very smooth and mysterious. It's obvious that every detail of the game was carefully considered in relation to historical fact and you'll feel as though you understand feudal Japan a little better after playing. Shogun: Total War is exactly as it seems: violent, chaotic and majestic.
Graphics: Lifelike character portrayals during movie sequences and detailed landscapes during fighting are impressive. However, the actual troops are a little too underdeveloped. It would have been more interesting if you could see what your troops looked like. Also, the appearance doesn't support the vivid sounds.
Sound: This is the best feature of the game. The mysterious Japanese music and voices put you directly into a specific time and place: feudal Japan. The stringed instrument chime after each ended turn is a great idea and the armies you control sound like they're in excruciating pain when losing.
Enjoyment: This is an addictive strategy game. Like Conquest of the New World, you're hooked building societies and watching them rise or fall. The occurences of spies and assassins are also fun to watch. The battle scenes are very long and sometimes get boring but you don't have to watch them as you can have the computer fight the battles automatically. It is a little slow paced but not more so than most other strategy games.
Replay Value: The many different clans and buildings you can create offer a unique game each and every time you play. Although, the different tribes all have the same functions, a determining factor is how much land they have available from the start.
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Rome: Total War, Medieval: Total War, Medieval II: Total War, Sid Meier's Pirates!, Age of Empires III, Sid Meier's Civilization IV, StarCraft, Warcraft 3: Reign of Chaos
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After the terrorist acts of Sep 11, 2001 on the World Trade Center and the Pentagon in the United States, the entertainment industry took a rare moment to re-evaluate the release of new products that could appear distasteful or disrespectful in light of the tragedies. Television studios, moviemakers, and even videogame companies took a step back, but publisher Simon & Schuster Interactive failed to recognize the inherent pitfalls of releasing Real War just two weeks after such a traumatic event without serious consideration of the story and gameplay.
Even without the faux pas, the game is severely hampered by flaws that should have, at the very least, delayed its release. Fighting terrorism on a PC isn't a new concept, as evidenced by excellent squad-based warfare titles like Tom Clancy's Rainbow Six. Real War, on the other hand, not only puts you in the role of an American commander struggling against the Independent Liberation Army, but also gives you a chance to work for the terrorists.
Indeed, the first mission is to execute a suicide run with an inflatable raft that's meant to blow up a ship to create a diversion away from the main attack force. Sound familiar? Perhaps the similarity of the suicide attack which cost American lives on the U.S.S. Cole a year before the game's release might be coincidence, but, if so, it's a highly suspicious one. Taking today's headlines to such extremes could become a disturbing trend if not treated with common sense.
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For gamers with the stomach, a dozen such terrorist missions stand along side an equal number of American-based scenarios. Armchair generals will appreciate the lack of futuristic weapons, as each of the over 60 units available are drawn from real Army, Navy, and Air Force arsenals. The American storyline is narrated by the brazen drill sergeant from Full Metal Jacket, R. Lee Emery, who barks out commands, jibes, and 'hurrahs' with laughable conviction.
The box proudly proclaims the game is based on a training program utilized by the Joint Chiefs of Staff, but it seems unlikely that such a program marred with terrible path finding and incompetent computer AI could adequately prepare any force for actual global conflict. Units wander aimlessly, often getting lost or blocked, and vehicles attack targets and then sit still rather than press the attack. Even more puzzling are the units that avoid returning fire when under attack, or simply allow the enemy to run past onto your base. Finally, a lack of difficulty level settings and the absence of a speed adjustment option makes the unrealistically fast movement of all units, particularly aircraft and helicopters, uncontrollable.
Real War features real weapons, though few are recognizable to the non-military eye, due in part to the mostly dated graphics which are only slightly better than those in 1995's Command & Conquer. Aircraft look the best, especially in flight, but infantry units are miniscule and nearly worthless in action. Buildings are not very distinguishable, but the terrain is suitable, though not memorable, as a strategic challenge in defending bridges, choking the jungle clearing, and so forth.
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Beyond Emery's contribution, sound effects are weak, with tanks popping shots and helicopters quietly bursting into flame. Where are the ground-shaking explosions and bloodcurdling battle cries? Vehicles leap absurdly high into the air when hit and land without any appropriate cacophonic crash.
Trying to bridge the gap between training simulation and RTS entertainment title, some interesting tools are used for unit control. A HUD allows you to sort through air, land, or sea units with only a few clicks, while accessing build tables away from the base. Though the HUD is innovative, selecting the key unit is frustrating due to the small pictures used. Grouping units is possible, but the lack of customizable hotkeys stymies gameplay in the thick of battle.
Real War's unit production offers something new to the RTS genre, as supply crates must be flown into depots to provide resources to buy arms. But each weapon is limited in production, making tank rushing impossible. The focus is on the war at hand, with economists left behind the front line. It's a unique method of parceling out forces, but considering the computer's propensity for early attacks, building even the most basic defense is more challenging than completing the objectives, and works only modestly better when employed by human participants.
Ultimately, Real War feels like a title rushed out the door without common sense judgment, and the timing is only one of many questionable decisions concerning the game. It's barely playable, and the few fresh ideas are simply too buried beneath the spoiled war. The wonky AI algorithms and lackluster graphics make for rough going early on, and insures Real War will fade away in the manner of old soldiers.
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Graphics: The graphics are reminiscent of earlier RTS games in the genre. Soldiers are a few pixels tall and the pictures in the HUD even smaller.
Sound: Sadly, R. Lee Emery offers the brightest sound achievement in the game. Real War fails to convince anyone they're in the thick of battle.
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Enjoyment: While playing the terrorist is rarely enjoyable, it's even less so after the World Trade Center attacks. Even playing against the terrorists, wandering units that fail to respond correctly makes war hell.
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Replay Value: Twenty-four missions are enough to suit most players, though not if one is averse to playing the role of a terrorist. Multiplayer offers extra theaters of war.
People who downloaded Real War have also downloaded:
Real War: Rogue States, Rise of Nations: Rise of Legends, Command & Conquer: Generals, Command & Conquer: Red Alert 2, Age of Empires III, Rise of Nations, Star Trek: Armada, Sid Meier's Antietam!
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