The one thing each faction’s special traits and mechanics have in common is that they are poorly explained. It is also possible to play as one of the Viking ‘Sea’ factions and become the invaders. These invasions never really proved much of a threat for me, though this will vary depending on where your faction is located and where and when these invasions occur. The last several major Total War games featured some kind of twist to shake things up, such as the magical vortex in Warhammer 2 or the Mongolian Hordes and nomadic factions in Attila, and Thrones of Britannia attempts to continue this with Viking fleets that will occasionally invade the coastline. Some differences do exist as the Vikings you must keep up the morale of your armies by fighting and pillaging, while Gaelic forces must worry about legitimacy, a metric that will help your faction gain and keep respect, while the Anglos have access to cheap Levy units who can quickly increase the armies’ size. Compared to the the Warhammer Total War games and even Attila, the factions are fairly similar to each other, with their starting location, political and cultural affiliations defining the experience at least as much as each faction’s unique strengths and weaknesses. There is a healthy number of factions to play as, spread out across the Welsh, Vikings, Gaelic and Anglo groups who resided in Britannia at the time. Creative Assembly have seen success in simplifying the Total War formula in the past, such as with Shogun 2, and the good news is that the core of what makes these games so engrossing is mostly intact even if some elements are a bit shaky. Given how different that series is, I expected Thrones to pick up roughly where the excellent Attila left off, but it ends up feeling like a more stripped down and straightforward approach to the grand-strategy formula. Within A Total War Saga: Troy, we’re introducing several new features to the franchise which are a total war first, including a unique Gods and Favor mechanic, a brand-new Multiple Resource Economy, as well as new romanticized campaign map and shroud design, with many more features to be explored in the future.Perhaps what's most notable about Thrones is that it marks the return to historical settings, with the previous two releases in the series taking place in the Warhammer universe. Vasilev: Saga titles are our chance to think differently in our designs, often leading to new ideas, mechanics, and perspectives that go on to influence future era titles. GamesBeat: As a Saga, how will this be similar or different from past games? This approach allows us to remain as historically grounded as possible whilst leaning on mythological influences to provide a unique gameplay experience to the Total War audience. As a result of this we’ve developed a core design pillar known as ‘the truth behind the myth’ which has allowed us to maintain a more accurate representation of what the conflict actually looked like by using elements from both sources. Vasilev: The events surrounding the Trojan War are steeped in mystery, with neither mythological sources such as the Iliad or archaeological finding proving us with a complete picture of what the event looked like. GamesBeat: How much is historical and how much is mythical? Despite the focus on such a specific region of the world, Troy also embodies one of our largest maps in terms of conquerable regions, with over 230 suitable for occupying, sacking and razing. Vasilev: A Total War Saga: Troy will span the majority of the Aegean sea region and Western Anatolia. GamesBeat: Do you get to include the wider region beyond Troy itself in the games, as a reflection of the wider war between the Greeks and the Trojans? As with any Total War title, the similarities and differences are what lets it stand on its own. Three Kingdoms gave a lot of inspiration in that regard but we’ve made careful adjustments to ensure it best suits the direction of Troy specifically. Vasilev: We knew we couldn’t do Troy justice without representing the complex relationships that took place on the battlefield and in the pantheon. GamesBeat: Did the addition of heroes to Three Kingdoms make it easier to do something with gods and heroes? Our Saga tiles also focus on key flashpoints in history, meaning the 20-year conflict surrounding the Trojan War is a perfect fit. This period is completely new and represents the furthest back in time we’ve gone to establish a new Total War game, presenting us with a number of opportunities to experiment with new ideas. Vasilev: Troy was born from our love of the legendary tales that have reverberated throughout history to the present day. GamesBeat: Why did you choose to go to Troy as the setting?
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