The latest episode of Critical Moves is an all-out discussion on Total War, one of the most iconic strategy game franchises ever created. Hosted by Al, alongside Nuno, Joe, and Tim, the team dissects the franchise’s history, its revolutionary moments, and where things may have gone wrong for Creative Assembly. Whether you’re a fan of Rome: Total War, Medieval II: Total War, or Total War: Warhammer, this episode has something for every strategy gamer.
The conversation starts with a heated debate: Is Total War still the best strategy game series, or has it lost its way? Nuno kicks things off by arguing that the franchise peaked with its historical titles, particularly Rome: Total War, but that Total War: Warhammer has successfully carried the torch. The discussion then shifts to how the Warhammer trilogy introduced meaningful faction diversity and asymmetry, a departure from historical Total War games, where factions often felt too similar in battle.
The team reminisces about their first Total War experiences, with most citing Medieval: Total War as their entry point into the series. The appeal of large-scale battles, grand strategy elements, and an accessible but rewarding tactical layer are all highlighted as reasons why Total War gained such a strong following. However, nostalgia aside, concerns about recent titles like Total War: Pharaoh and Thrones of Britannia are raised. The consensus? Creative Assembly seems to be making the wrong historical choices, alienating their traditional audience while failing to innovate beyond their Warhammer success.
Another major point of discussion is Total War’s lack of meaningful innovation. The team debates whether the series has simply been re-skinning old mechanics with new settings, with Al pointing out that CA has relied on familiar formulas rather than pushing boundaries. The topic of multiplayer also comes up, with Tim proposing a radical shift: a Total War game with a real-time campaign map instead of turn-based mechanics. While controversial, the idea raises an interesting question—should Total War adapt to modern gaming expectations?
The episode also explores the potential of Total War branching into new settings. The panelists discuss the upcoming Total War: Warhammer 40K and Total War: Star Wars, both of which pose significant challenges in terms of adapting the classic formula to futuristic and intergalactic warfare. The need for a new engine is heavily debated, with speculation that CA’s now-cancelled World War I Total War project may have been an early attempt to modernize the series for these new settings.
Towards the end, the conversation shifts to wish lists for future Total War games. Medieval III: Total War and Empire II: Total War are clear favourites, while niche suggestions like a Renaissance-era Total War also gain traction. The idea of a Victorian-era instalment is floated, along with the argument that CA could drastically improve siege warfare mechanics in any future historical titles.
If you’ve ever loved a Total War game or felt frustrated with the series’ direction, this episode is for you. With deep insights, passionate debates, and a look at what’s next for one of the biggest strategy franchises in gaming, this is a must-listen for fans of real-time and turn-based strategy alike. Tune in and join the discussion on what Total War needs to do to reclaim its former glory!
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