Even though previous Total War titles rarely played out their scenarios the way they happened in real world history, many history fans felt that a fantasy Total War was just too far from the soul of the franchise. The change to a fantasy world was definitely controversial at first. With this shift in setting came a host of new features: suddenly, there was a magic system, legendary heroes as strong as a small army, artifacts and hero equipment, skill trees and, above all, factions that were much less symmetrical in design than what the franchise had tackled so far. In 2016, the Total War series stepped far outside its historical comfort zone and released Total War: Warhammer, which was the first Total War game where Creative Assembly used a fictional IP as the setting of the game. Over the last couple of decades, the franchise has portrayed medieval Japan, the Imperial Age in Europe, the rise and fall of the Roman Empire, the European Middle Ages, the Three Kingdoms period in China, the battles of Alexander the Great and a few other minor theatres of war. When armies clash in land battles or sieges, the game switches to real-time battles (like Age of Empires or Starcraft) where literally thousands of soldiers clash in a way so immersive that no other video game has ever really managed to capture quite the same feel. If you’re not familiar with the Total War pc game franchise, the core design is that you control a faction, complete with armies, cities, agents and tax rates on a big world map full of other factions (think Civilization or the Risk board games), where you take turns with other factions to manage your empire and move your armies around.
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