Rome: Total War™ - Collection

In my day it was called Rome: Total War, and I poured hours into it. My favourite moment was the time I hid a tiny Celt army in the woods and baited a much larger Romano-British army there, then sprung a trap to break their morale so I could chop them up. For a moment, it was very Braveheart, until their reinforcements arrived and trampled me, but we don't talk about that. It was the height of my war-mongering hubris, the sort of outrageous odds one attempts after spending many a happy weekend waging war across Europe in pleated Roman skirts. I really loved that game.

And now it's back! Back as Total War: Rome - Remastered, and smartened up for 2021, with some new graphical effects, higher definition this and that, bigger resolutions, gameplay improvements, and (probably most importantly) more factions than ever to try and win as. But it's still unmistakably what it once was, that game I remember, and there's something so unbelievably comforting in going back.

It's really nice not to have to figure out the winning formula again. These kinds of games seem much more complicated today. They've had years to get their audiences used to more features, more nuance, more depth. And whenever I'm confronted with one of them, I wither. But Rome Remastered: it even has a warning when you begin, saying sorry but it does some things differently to what you're used to now. How I clucked with excitement when I read that! "Oh this is the proper stuff!" I snorted. They don't make them like this any more!"

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A Total War Saga: FALL OF THE SAMURAI

Creative Assembly has announced Total War: Shogun 2 - Fall of the Samurai has become a standalone game in the Total War Saga.

Originally released in 2011, Fall of the Samurai is based around the clash between traditional Samurai culture and the inrush of modern technology, where you play as either the Imperial throne or the last Shogunate in 19th century Japan.

Now titled A Total War Saga: Fall of the Samurai on Steam, existing owners of the game will be able to claim all its DLC faction packs for free (except the Blood Pack).

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The Elder Scrolls V: Skyrim

Glaives, pikes, bardiches, halberds, partisans, spears, picks and lances. Javelins, arbalests, crossbows, longbows, claymores, zweih nder, broadswords and falchions. Flails, clubs, morning stars, maces, war hammers, battle axes and, of course, longswords. If you ever played a fantasy RPG or one of many historically-themed action or strategy games, you'll already be familiar with an impressive array of medieval weaponry. The medieval arsenal has had an enormous impact on games since their early days, and their ubiquity makes them seem like a natural, fundamental part of many virtual worlds.
These items are based on real weapons that have maimed and killed countless real people over the centuries, but even though we're aware of this, medieval weapons have become estranged and distant from their roots in history. Part of this is our short memory; the passing of a few centuries is enough to blunt any relic's sense of reality. Another reason is they were made a staple of genre fiction. In our modern imagination, the blade has become firmly lodged in the rocks of fantasy fiction and historical drama, and no-one will be able to pull it free entirely.
Today, these weapons have been refashioned to serve our very modern fantasies of power, freedom and heroism. There's the irresistible figure of the hero-cum-adventurer who sets out to forge their own path. From Diablo and Baldur's Gate to The Witcher and Skyrim, the fundamental logic of violence stays the same. Battles lead to loot and stronger equipment, which in turn allows our heroes to tackle more dangerous encounters. The wheel keeps turning, and we follow the siren song of ever more powerful instruments of destruction. On the surface, they're problem solving tools, but they also promise the excitement of adventure as well as the power to dominate and enforce our will on those fantasy realms. As such, they become fetishised. Extravagant visual detail and special effects signal a weapon's rarity and power, turning them into ornaments and status symbols.

While the actual violence in such fantasies is often justified by a struggle of good versus evil, the resulting gore and savagery has also captured our imagination. Most games, even mainstream RPGs like Skyrim or The Witcher 3, can't resist indulging in an aesthetic of cruelty and barbarism by showing us the grisly devastation caused by these instruments of murder. Blood spurting from wounds and clinging on blades, heads and arms being hacked off and tumbling through the air, special killing and execution animations captured in glorious slow-motion. Their gruesomeness markedly contrasts with the sanitised, often bloodless effects of modern guns as portrayed in games, disingenuously suggesting that modern violence and warfare is somehow more civilised than that of our ancestors.

Games like For Honor, Mount & Blade, Chivalry or War of the Roses celebrate medieval slaughter with grim nihilism as we hack and slash ourselves through hordes of enemies entirely without any ethical justification. Might makes right, and the means justify the end. The same can be said about the brutal spectacle of the Total War games, whose hordes of clashing soldiers tickle some deep-seated proto-fascist lust for demonstrations of power. These games paint a "grim and gritty" picture of historical violence, the "dark ages" of popular imagination. They're a half-leering, half-wistful gaze into a fantasy version of the past when the destructive urges of our collective Id have not yet been tamed by civilisation and violence was not yet regulated by the moral codes and laws of pervasive state power. In that regard, the butcher and the heroic adventurer use their weapons to pursue the same fantasy: unfettered will and agency, the freedom to follow your impulses regardless of their consequences.

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