Over the last 10 years, The Creative Assembly has released eight major games and a plethora of smaller downloadable contents, including Total War: Warhammer 2, Total War Three Kingdoms, and Total War Rome 2. These games are conventionally divided into two large categories: historical and fantasy, with the popular Warhammer franchise occupying the latter role. In this article, I question whether that is a useful categorization, and whether it's more useful to divide the franchise into a tripartite division: historical, fantasy, and mythic.
Total War Troy has called its design philosophy the "truth behind the myth." But what is that "truth?" And do you even need to find the "truth" behind a myth? Or would the game be much better if it embraced the myth, instead? These are my impressions on Total War: Troy from its trailers and blog posts.
The foundation of this sense of danger must be an existential threat, a looming disaster, confronting the player. This can be achieved by implementing 3 changes to the grand campaign as found in Attila, the most current Total War: making the AI more aggressive, giving more meaning to alliances, and eliminating the sacking/razing mechanic.