PC Gamer - UK (2022-04)

(Maropa) #1

Creative Assembly has crammed
plenty of surprises and oddities into
this final act, clearly saving up its
strangest experiments for the
cataclysmic confrontation between
mortals and Chaos. It goes in some
strange directions, but
always goes big, fully
committing to
Warhammer’s
wonderfully over the
top brand of fantasy.
The impetus for the
conflict is a
bearnapping. Ursun,
Kislev’s hairiest deity,
has been imprisoned by the daemon
Be’lakor. To make matters worse for
the furball, he’s also been shot with a
cursed bullet by a corrupted Kislev
prince. His roars of anguish open up
rifts between realities, letting armies
cross over to the Realm of Chaos,
where they can fight to reach Ursun



  • some to free him, some to request a
    boon, and others to steal his power.
    It’s a setup that leads to a very
    different style of Total War campaign,
    where conquering the map is still


encouraged but isn’t quite as
important as reaching Ursun’s prison.
Every 30 or so turns, rifts open up all
over the map, spewing out daemonic
armies and inviting mortals to enter
Total War’s weirdest locations,
culminating in massive
survival battles against
a daemon prince. The
reward? The prince’s
soul. Collect four and
you can unlock the way
to the big bear.

HELLBOUND
Each section of the
Realm of Chaos reflects the
personality of its patron god. Nurgle’s
realm is a pestilent, toxic nightmare.
Slaanesh’s ream is a purple-tinged
series of rings connected by portals.
Tzeentch’s realm is a maze of floating
islands connected by magic. Khorne’s
realm is the most straightforward: a
hellscape where you simply beat up a
lot of daemons and rogue armies
until you’ve earned enough glory.
You’ll likely spend around ten
turns in each, but they loom over the

whole campaign. You know you’re
going to need to be ready to jump
into the next one, so you need to
prepare by rapidly expanding and
building the toughest army that you
can. But since your best army is going
to be in a different reality once the
rifts open, you need to make sure
your territory is still protected from
daemonic invasions.
Things can get hairy, especially
when the finish line is in sight. If it
looks like another faction is going to
get their fourth soul before you, you’ll
need to act quickly, wiping them out
before they get it. If that plan fails,
though, you’ve still got a chance to
claw back victory from the jaws of
defeat. You need to immediately drop
what you’re doing and wait for them
outside Ursun’s prison. Defeat the
army, and then you’ll have another 15
turns to catch up.
That was one of my biggest
concerns before the review: how do
you win if you’re behind? Beating up
your opponents is a nice,
straightforward answer, and very
Total War. But doing this also creates
new wrinkles. In my first campaign, I
was good friends with Nurgle’s main
faction. But when we both entered
Slaanesh’s realm, and it looked like
Nurgle’s lot were going to beat me to
the final battle, I had to make a
difficult decision. This wasn’t the last
soul either of us needed, so I could
have let my pal win this round, but
did I really treasure our friendship
that much? It turns out I did not. I
got the soul, but the war against
Nurgle lasted for a long time.
It’s by far the most unusual and
involved campaign Creative
Assembly has ever designed, and all
this novelty made my first
playthrough a treat. It has
diminishing returns, however, and
now that I’m more familiar with the
Realm of Chaos, privy to its nasty bag
of tricks, I sometimes resent dragging
myself back there when I could be
gobbling up settlements, putting it at
odds with the sandbox.

I


t would have been very hard to predict the trajectory Total War
has taken. It’s grown from feudal Japanese battles and a simple
board game-style campaign to this, Warhammer III, where armies
can hop between realities, where daemons and ogres clash, and
where troops are led by flying monstrosities – including one that’s
as customisable as an RPG protagonist.


UTTER CHAOS


TOTAL WAR: WARHAMMER III is a bold, experimental final act


By Fraser Brown

Each section of
the Realm of
Chaos reflects
the personality
of its god

NEED TO KNOW


WHAT IS IT?
A sprawling fantasy
RTS that serves as the
conclusion to the Total
War: Warhammer
trilogy
EXPECT TO PAY
£50
DEVELOPER
Creative Assembly
PUBLISHER
SEGA, Feral Interactive
REVIEWED ON
RTX 2080, Intel
i7-9700K , 16GB RAM
MULTIPLAYER
Yes
LINK
bit.ly/3JyNyBq

DRESS FOR SUCCESS
The many looks of the Daemon Prince

KHORNE
If your look is repping
Khorne, you’ll be perfectly
suited to charging into the
fray and tearing up the
opposition.

NURGLE
Nurgle gear will make
people cross the street to
get away from you. And just
like the diseases you
spread, you’re hardy as hell.

SLAANESH
If you’re shopping in the
same place as Slaanesh,
expect to be invited to some
parties – the best place to
show off your scythe arms.

TZEENTCH
And finally, if you’re copying
Tzeentch’s style, you get to
flit around the battlefield as
a big, magically-inclined
bird.

Total War: Warhammer III


REVIEW

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