Total War: Three Kingdoms

Total War: Three Kingdoms hands-on: equal parts exciting and worrisome

Total War: Three Kingdoms doesn’t look like a huge change for the Total War series, but it might unintentionally be the most radical installment the series has ever had, in ways both exciting and annoying.

Creative Assembly’s Total War series is nearly 20 years old, roughly a dozen games in, and it’s always had strong formula. First, have a solid, if possibly unexciting, strategic campaign mode that serves as a backbone, a foundation. It’s gotta be good enough to not make the player lose motivation, but it’s not the primary reason that people play. Second, have a best-in-class real-time tactical combat component. The big differentiating reason to play Total War, from Shogun to Warhammer, has always been its battles — epic slugfests over bridges, brilliant cavalry charges to turn defeat into victory, or skillful use of terrain to force overwhelming enemies into Pyrrhic victories that win wars even if they lose battles.

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