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a game by Creative sầu Assembly International Limited
Platform: PC
User Rating: 8.2/10 - 10 votes
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The Best Thing that"s come out about Sliogun 2: Total War hasn"t got anything lớn bởi vì with ninja, koku, daimyo or those sorts of things. It"s the boats & the fact they"ll be like floating sheds. That might sound lượt thích a stupid thing lớn be excited about, but just think of the possibilities. Two big canoes crash inkhổng lồ each other, dozens of samurai spilling onto each deông xã, hacking each other to lớn bits with their razor-sharp swords. And those are just the smaller ones - there are also castles-on-water, which sound too awesome khổng lồ be true.There"s more to lớn this sequel to the beloved and now-ancient Shogun than floating boxes. The essentials will be pretty much the same - take control of one of eight factions vying for control of the L& of the Rising Sun, build up your armies & economy until none can stand in your way.

In Japan the Emperor holds ultimate power, except he can be easily manipulated by his nominated warlord, the titular Shogun. It"s your job khổng lồ be deemed worthy of that role & lớn control the Emperor like a puppet, much like the medieval Papacy was the lapdog of any number of medieval European kings.

"It"s basically the game we wanted lớn make right at the beginning," says Shogun 2"s lead game designer Kamie Russell. "I think we"re just pushing as hard as we possibly can lớn capture the entire feel & look of feudal Japan, while creating something that"s vivid and beautiful. That"s reflected all the way through the game, in terms of wood blocks và prints that appear on various screens how the actual way the battlefields themselves work & look, and the campaign maps."

Far Eastern art is very different to what we"re used to lớn in the West & Shogun 2 is going khổng lồ really go khổng lồ town on representing this exotic feel throughout the game.

"One example would be the passing of the seasons," Russell says, "because we have sầu four seasons in a chiến dịch year. So you actually get the changing environments và the way those environments work.

"We"re going very much for the archetype of what people would see if they were in nhật bản. So, for example, in spring you have the cherry blossoms, and you can see petals blowing away from the trees. In the winter, you obviously have the snow-covered buildings & the entire battlefield is trắng."

nhật bản is also different in a more obvious way to what"s come before. Since the original Total War maps have been getting bigger, culminating in Empire"s globe-spanning effort. Japan"s geographically small, but that doesn"t mean Creative sầu Assembly are thinking that way."It"s still going khổng lồ be a game of epic scale," says Kieran Brigden, the company"s communications manager. "The chiến dịch map will still have that epic feel, but what we want lớn bởi is try to lớn immerse the player in the mind of a 16th century Japanese feudal lord, who saw nhật bản as the universe.

"Empire obviously had a huge geographic scope that reflected the colonial outreaching of Europe across the globe at the time. That was appropriate for the period. For medieval Japan, we"ll portray that as an epic environment. We are going khổng lồ make sure that the player feels that the far reaches of the country are a long way away, they"re unknown, & they aren"t necessarily familiar with all the kingdoms & fiefs that are out there."

There"ll be eight different factions in the main game including the Date, Hojo, Takedomain authority and Uesugi, with a ninth playable in the tutorial. In the original Shogun, the factions were all pretty much the same, give or take starting positions and colours. This isn"t going to be the case in the new game.

"We have sầu approximately 30 units of different types on the battlefield,"Russell declares. "There"s a wide variety there. If you think about Empire, an average faction only had between 12 & 15 units specific khổng lồ it. What we"ve sầu tried to bởi is make each faction different in terms of how they play, and what their strengths và weaknesses are with different units."

"I think what we vì chưng want khổng lồ bởi is make sure that each faction plays differently, & that"s true both on the chiến dịch bản đồ & on the battlefield," says Brigden. "We"re also wanting to make sure that those factions play differently on the chiến dịch bản đồ. You might find that your position gives you specific advantages, specific resources that you hold that others don"t. We want to make sure that each faction has a specific trait that makes it play differently. Not just on the chiến dịch map, but also on the battlefield."

Hero Samurai

One thing that might differentiate each faction even more is the controversial addition of nhân vật characters. Already the forums are questioning this, with conspiracy theories flying saying it means the Total War series is heading into lớn the realms of fantasy RTS. Not so, says Russell.

""We"re looking at something that"s historical," he says. "What we"re actually creating is the feeling of the battlefields at the time, where you"d have men who were famous for a particular style of fighting or just for their bravery, và the effect that has on the troops around them, và the people who were confronting them. They would basically go around with a group of followers and size part of a larger unit. They wouldn"t go into lớn battle by themselves, it"d be suicide."

Hero characters in most RTS games tkết thúc to be comically oversized one-man armies, which goes against the ethos of the Total War series (unless you count Medieval"s Berserkers who could defeat entire peasant armies on their own).

"We"re going for a Total War version of what a nhân vật is," reiterates Russell. "Somebody who"s excellent at what they vì, often a very formidable fighter, but not superhumans. You can find ways khổng lồ defeat them. They can"t just walk onkhổng lồ the battlefield alone và hold off 2,000 men by themselves. They actually bởi vì have sầu lớn have some backup and support."

The second prong of Total War"s battle fork are the aforementioned floating sheds - naval combat. Even though nhật bản was an islvà nation and was thus heavily reliant on the sea lớn keep its population alive, ship-to-ship combat was never as important as it was in the West.

While galleons were sailing across the oceans lớn the New World, the Japanese were floating about in oared vessels, conducting pseudo-l& battles in their coastal waters. Because they use of oars, it"ll be easier to lớn get a grip on how ships move sầu. They aren"t in constant motion, so your ships can be told to go khổng lồ a position, and they"ll row off & sit in one place.

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"We want lớn make naval combat an important part of this project," says Russell. "Japan"s an island nation, so the sea is never far away. Naval combat is different in this period. We think we can make the naval battles a lot of fun.

"I think one of the key differences is the European naval battles we did in Empire were very much about who has got the biggest ship with the most guns. Whereas we"re able khổng lồ bring it much more inkhổng lồ play between different types of ships with different advantages against different kinds of enemies.

"The biggest new addition is that we"re putting land into lớn the naval battles, which adds a huge amount of tactical variety, improves the battlefield"s look, helps orient the player & makes battles a completely new experience."

Separate Wars

"We"re looking into lớn mechanics whereby you can launch assaults from the sea, but those really will be a campaign feature," says Brigden. "In battles you"re really fighting on the lvà, even though the sea may be there in the battlefield. We"re going khổng lồ have lvà battles and we"re going lớn have naval battles, but they"re going to lớn be separate. There may be sea in the land battles & there may be land in the naval battles, but we are strictly separating the concepts."

All these things are well & good, but if the troops don"t have sầu thebackbone of solid artificial intelligence behind them, everything"s going to fall apart quicker than Englvà during an Ashes thử nghiệm match. AI has been a thorny issue throughout Total War"s existence, continually rearing its head every time a new iteration has come out. Now Creative Assembly have had enough of the complaining.

"We"re putting as much effort as possible into lớn making sure that AI will never be a subject that has khổng lồ be discussed again," bellows Russell. It"s a bold clalặng, one that, if honesty is the policy lớn be stuông chồng to, has been uttered before and hasn"t always tallied with what"s happened in the games. It will definitely, positively, completely be different this time around.

"To give you an idea of what focus that gets on development," Brigden continues, in a less bellowing fashion, "We have what we call a number of hygiene factors, which are the absolute critical must-get-rights for this game to go out the door, & the AI has been added to lớn that các mục with an extremely high precedent. So exactly as Jamie said, we won"t get lớn a situation where we are having AI criticised in any capađô thị, và it is our intention khổng lồ prove sầu that before release."

New Brains

If the AI is solid - or solid enough lớn prsự kiện all but the most obsessive getting irate - Creative Assembly can concentrate on pushing the atmosphere of the game, the feel of being in a distant, foreign land, a place that"s so different to what we"re used khổng lồ, it"s like a new world.

The graphics engine won"t be a vast leap forward from Empire"s, lượt thích the move sầu from Medieval to Rome was, but the battlefields will feel and look far more detailed than in previous games, and because of the lack of familiarity the vast majority will have sầu with medieval Japan, the developers are eager khổng lồ really go lớn town on a more vivid, colourful world & are also trying to lớn bring a true feel of what it means to be a daimyo in Sengoku-period nhật bản.

"One of the things that"s very important lớn this project is that we really want khổng lồ delve sầu deeply into lớn the feeling of the time," Brigden concurs. "What that means is a real importance for your daimyo, for your family members, & we really want lớn make character & story a much more significant part of the feel of the game than it has been in the past, and we"re doing a number of different things to lớn achieve sầu that.

"On the campaign maps we"re adding some features that help the player get lớn grips with understanding the stories that they"re creating as they"re playing the game, because each Total War campaign is really a player writing their own history."In terms of the characters, we"re wanting to lớn make sure that the players have sầu some real choices in how they develop their abilities. For example the generals, the new agents that we"ve sầu got, all of those types of characters, we"re making sure we"re going lớn give the player the choice to lớn develop them in the way they want to lớn develop them.

"Where in the past it was purely about the trait system which gave sầu these characters their particular skills as a result of certain actions, we are now wanting lớn make those choices much more explicit. Basically, get the player much more invested in all the characters that they are playing with."

There"s one more question that needs asking - why go for Shogun 2 rather than Rome 2, the latter being by far the more obvious choice? It"s basically because, as was said earlier, this is the game Creative Assembly have sầu been itching to lớn make for years, to lớn put right what they thought went wrong with the first game, either due lớn errors, misjudgments or just a plain lachồng of resources lớn achieve sầu what they wanted first time out.

"It"s something we"ve always wanted to lớn bởi vì. There were loads of things we weren"t able khổng lồ bởi vì the first time arowid and we wanted to bring it lớn a who new audience. There are loads of people who never played the original game và we wanted to lớn give sầu them something special và spectacular," Russell states."I think the period is so evocative sầu, there is so much that just makes it absolutely perfect for a Total War game," Brigden concludes. "It"s been so long since the original Shogun was released, we haven"t portrayed the huge battles between samurai armies ever before in a full 3 chiều engine."

This is also a game which promises i a mixture of visceral hand-to-hvà combat played out in a unique, colourful & exotic world that has never been seen before in this light.

Shogun: Total War was an extremely ambitious project way baông xã in 2000, when Creative sầu Assembly were known for producing poor cricket games. Now they"re a big fish and they can choose lớn do what they want, they have done so. Shogun 2 is an unexpected choice, but if everything goes to lớn plan, it"s going lớn be an excellent one.