Who's to say? For now, though, we are blessed to have received a game so lovingly crafted from both ends of the spectrum. Perhaps Age of Sigmar will continue this string of successes in ways we didn't even know we wanted. Any good commander will tell you, though, the best plans are those hidden from prying eyes. Given these victories, it seems strange that GW decided to dismantle their beloved setting, scorching the earth every step of the way. When paired with Warhammer: End Times - Vermintide, you and your friends could spend hours in the now-dead Warhammer Fantasy universe. ![]() Games Workshop's history in the video game arena is spotty at best, but they've recently hit a hot streak in terms of both polished and well-supported products. While it's nowhere near the Rome 2 debacle, I suspect that some users will continue to deal with issues well into the rest of 2016. It took until the first major patch for me to feel comfortable spending lengthy sessions with the game. While I believe games should be be judged over a period extending beyond their initial launch, the bugs preventing me from getting much time with WARHAMMER during its initial launch stages were tough to stomach. It's unfortunate, then, that the game continued in the tradition of Creative Assembly's patented Launch Day Bugs. Seeing these factions interact in such a way is something I've longed to experience for years, and having these systems intertwine so effortlessly is a fantastic feeling for both the Total War and Warhammer fan in me. Perhaps your regenerative Trolls can hold a few enemy units long enough for your Vampiric allies to wheel their Terrorgheists into the enemy artillery, or maybe your Pegasi are the perfect cover for the Dwarfs' ranks of Organ Guns. The mind quickly reels with possible combinations, both tactically and strategically. Obviously, this won't affect things too much when the two of you are each dealing with the initial political and combative landscapes, but once your factions begin to reach each other and homogenize, the strategic implications really begin to shine through. While the starting empire locations inevitably lead to early turns becoming repeated variations of "so… how are things going on your end?", both sides of the game's two player online co-op experience vastly different versions of empire management. The stark differences and complexities of the various factions make co-op play shine. It's not an entirely new step, as previous Total War games have allowed players to garner minor items and retinue for their named minions, but WARHAMMER presents potions, staves, armor, and weaponry that can be gained from quests or wrested from the clutches of your fallen foes and equipped to their respective slots, à la Age of Wonders 3 or Endless Legend. ![]() On top of the complexities of army composition, WARHAMMER expands on previous iterations of leadership outfitting by giving you full control over the equipment used by your armies' generals. Mountainous passes are flanked by massive, carved skulls, Bretonnian cities glow with an Arthurian aura, and the Chaos Warriors’ rampaging path can be traced by the bloodshed and destruction left in their wake. Both landscape and settlement alike are simultaneously bombastic and understated. ![]() The campaign map looks just as one would expect from a Warhammer property. The game's aesthetics thankfully extend beyond its bloody combat.
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