We watched an early, pre-alpha gameplay demonstration of a real-time infantry battle that showed a smaller force of samurai warriors take on an entrenched army that outnumbered us greatly and even had several companies of archers equipped with the dreaded fire arrows (a researchable military upgrade that severely decreases the morale of enemy soldiers and is more effective at killing them too). Rather than hide behind their walls, Japanese warlords often opened the gates to their attackers and established choke points and ambushes for the invaders-as a castle owner, you'll be able to do all these things in Shogun 2. Rather than taking place in and around stony castles that must be breached, Shogun 2's sieges will take place at one of three different types of fortress (coastal, flatland, or mountain) upgraded to up to five different fortification levels. In addition, siege battles are being revamped to be in line with more common tactics in feudal Japan. It's not clear whether the developer will be able to implement hybrid land-and-sea battles that let you command both infantry and navy in the same battle (the studio is working on this feature feverishly and it may not make it into the game).
Coral reefs, rocky cliffs, and shoals may act as bottlenecks at which landed enemies can station shock troopers to board your ships as they pass through. However, Shogun 2 will carry over the naval battles of Napoleon to the Far East and will also incorporate terrain as a consideration. The idea was to focus on a much more tactical experience to create a game in which each unit's strengths and weaknesses are more clearly defined in a rock-paper-scissors scheme (rather than having dozens of units with different names but comparable abilities). Shogun 2 will only have about 30 different types of military units, which is a far cry from games like Empire: Total War (which had considerably more). The larger armies apparently come at a price. The game will also have a new dynamic lighting system that will let it display up to 300 distinct light sources onscreen at once, which makes a night battle not only possible, but also suitably dramatic looking between its torch-bearing units and its burning buildings. The game will support DirectX 9, 10, and 11-DirectX 11 rigs will benefit from the game's use of tessellation, which makes more polygons visible on each individual model without a severe performance hit. The game itself will be able to render some 56,000 units onscreen at once (compared to Napoleon's 10,000 or so). Shogun 2 will have more detailed real-time battle units than ever some troops will have as many as 1,000 polygons (the highest polycount in the entire series).
Enhanced weather and particles have also been included to more realistically model effects like burning houses, along with normal-mapped terrain to allow for effects like rain-slicked ground. In addition, the technology in Shogun 2 has been beefed up to create far more detailed environments that differ in appearance depending on the season of the year (springtime battles take place on lush, green fields with cherry trees shedding blossoms on all sides, for instance). Apparently, the game's art team spent an entire year studying traditional Japanese block print and brush-painting techniques to create tons of authentic-looking art to use as victory screens, defeat screens, unit icons, and general interface elements. By clicking 'enter', you agree to GameSpot'sĬreative Assembly describes Shogun 2 as an "art-led project," though it might be fairer to say that the studio has been showing more attention to detail with Shogun 2 than in any other Total War game to date.