Shogun 2 - Impressions and Review
The Rise of the Samurai
Released on September 27th, Rise of the samurai marks the third DLC CA have put out for the fantastic Shogun 2, but it's the first mini/extra campaign to be released. Centered 400 years before the Sengoku Jidai featured in the base game, ROTS focuses on the Gempei War, a conflict in which Samurai rose to prominence. As the first mini/extra campaign to be released, this DLC has the potential to be the biggest and best addition overall to the base game. But is it? We strapped a number of moderator's down and fed them intravenously for an entire weekend while they played ROTS to find out!
Note:For the purposes of a timely first impressions and overview, we did not sample Multiplayer. This overview is strictly focused on the singleplayer campaign.
Overview
With a much shorter campaign, Rise of the Samurai runs from 1175 to 1219 (174 turns) on Long victory conditions. With Japan divided into what feels like hundreds of smaller clans, Rise of the Samurai might feel a little daunting to new players, opr that it expects too much too fast. In reality, while Japan is more divided than ever the new mechanics of the campaign will help you unite the land through methods other than a slogging conquest.
New tech trees offer a much more simplier and scaled back approach to both military and civil advances. Due to your much shortened time limit on the campaign, you will want to examine your path carefully, as there may very well not be enough time to research everything you want. You should decide your focuses early..
The now renamed tech trees, Budo and Bunko respectively, replace the old Bushido and Chi arts. You can see here I've already got a number of Budo arts researched from the very start. Each clan starts with a few arts already researched that play to your strength, because of this, your starting clan will likely have a big influence on how you work through the tech tree.
An influence system has completely replaced the religious system. Now, instead of battling for the control of the people's immortal souls, you battle for their hearts and minds. Raising your influence can be done through a variety of ways but all have the ultimate goal of reaching beyond a 50% approval rating in the each province. Once you have risen your influence in a specific province you can send one of your agents (The Junatsushi, recruited from the Market tech buildings) to negotiate with the provincial lords. If he is successful, the province will swear allegience to you and become part of your faction.
The Influence system replaces the religious icons in the faction summery tab
Or your agent could be killed. But whats the thrill of reward with the risk? You might be wondering why to even bother with the influence system, afterall, you became Shogun in the main campaign. You've toppled men, great and powerful as well as lowly and commoners, why even bother with all this frilly influence stuff? Well, because the fame meter has made a return in Rise of the Samurai, and its more touchy than ever before. Wiping out clans through force of arms proved to make the fame meter jump in ways it never would have in the base game. Worse still, fame games feel incredibly unpredictable from force of arms tactics. Completely wiping out a minor clan has, in some cases, rewarded the player with a huge amount of fame. Certainly much higher than experienced in the base game.
One of the best ways to ensure a low fame count, however, is to take provinces via the influence system. Causing a province to swear their allegience to you through the slow build of influence will give you, in comparison, very little fame. Alternatively, if that method is too slow, conquering and making your defeated enemies your vassals will also cause fame to rise MUCH more slowly just like the base game. Whatever you choose, be warned that the "realm divide" event is back in Rise of the Samurai, and if you hit it the Emperor (as opposed to the Shogun) will declare you enemy of the state. Sounds scary, but many players have reported that in RotS, Allies are much more willing to maintain their alliances with you even after the divide. So if you hit the end of your fame meter, don't panic, you may not be going it alone!
Units
In RotS a new three tier system has been implemented when it comes to troop levels. In the base game you had Ashigaru and Samurai, peasants and elites basically. In the new campaign there are now three teirs: Levy, Attendants, and Samurai, each with their own strengths and weaknesses.
The Levies (bow, Naginata)
The Levies are your bread and butter, your ashigaru of the Rise of the Samurai campaign and what you'll likely be using 80% of the time. They make great arrow soakers, castle guards, and decent fodder for when you need something to swarm a flank. Their main downside is obvious, they are the bottom tier troop level and are relatively unreliable when faced with superior numbers or superior quality. Use them like you would Ashigaru and don't expect anything more or less and you won't be disappointed!
Serving as your general garrison unit, Levies are recruit-able from every castle in the game from the very start.
The Attendants (Sword, Bow, Naginata)
Sitting comfortably in the middle of the tier list are the attendants, at first I thought these guys were samurai because they were just so good. In reality they represent the rank and file, the trained soldiers of your armies. Due to their versatility in unit type and unit size (being twice as large as samurai units), Attendants should without a doubt be the workhorse for your army. While the levies are peasants with some training, these guys are your regulars, they are perfect for just about any job you need them to fill. They are perfect for anchoring the center of your line or for charging in against the enemy. Think of them as Ashigaru+, not quite samurai but not quite levies.
Attendants are recruit-able from the very start of the game from at least one castle in your faction of choice.
The Samurai (Mounted, Foot)
Armed with bow and sword the elite samurai sit high atop the tier list and make their presence known on the battlefield whenever they happen to show up. Perfect as a hard hitting flanking force, or for the jobs that cannot fail, they are the best of the best when it comes to fighting. They have just one downside, their unit size which is only half as large as their second tier cousins, the attendants. Even so, continued usage demonstrated that even with a low unit count, these guys are murder machines. Put them in the most crucial part of your line where you intend to force a break through and watch them go! They are almost hero level in their reliability, give them support, and watch them tear things up.
Samurai are the only unit tier that are not availible from the start. Depending on your starting clan, you will need to either research the neccessary arts, or build an appropriate castle + tech building to recruit them.
Factions
In Rise of the Samurai there are only six playable factions, but there are dozens and dozens of minor clans that will block your rise to power. Conquering them or getting them to swear allegiance to you is a bit of a daunting task. It might be a bit reassuring then to learn that each selectable clan starts with a "sister" clan, who represents the other part of your family's power. You begin the game allied with your sister clan and on very good terms, but whether or not that will remain the case is entirely up to you and the AI. In the first 30 turns or so, however, that ally is incredibly useful in both boosting your military and trade power, so its always a good idea to keep terms good for as long as you can.
When it comes to faction bonuses, rise of the samurai differs quite a bit in comparison to shogun 2. Here's a side to side comparison of a Rise clan with that of a shogun 2 clan
Kamakura Minamoto (Rise of the Samurai)
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The Shimazu (Shogun 2: Total War)
Shogun 2 has a much broader bonus philosophy, where as clans in the DLC definitely feel much more heavily focused in smaller areas. Here in the example, we see that the Minamoto start with the first Bushi arts already mastered, giving them a clear advantage when it comes to war. Not a bad bonus! In some cases the bonus a clan receives will be that of starting vassal clans, as in the case of Fukuhara Taira. The factions seem to be built toward specific playstyles in the DLC which is really helpful when it comes to finding the faction you want to play as.
How it Plays
Being much shorter and focused on intrigue, diplomatic maneuvering and subtly, Rise of the Samurai's campaign flavor has a bit of a different twist than the original game. There is a huge clash of game design at work within Rise of the Samurai. On one hand, the influence system, the agents, and all of the other structures of the game seem to be built upon the slow and steady approach. It takes time to build agents, to accumulate influence, and to ensure all the pieces are falling into place all at once. Flipping one province to your cause is great, but flipping two right next to one another would be even better! However, take too long and the strict time limit of the campaign suddenly makes its presence known. A new player can easily go from a comfortable position to a desperate bid to complete the game if they turtle too long.
Call me crazy but the map is the feature I loved most about Rise of the Samurai. Something about it just feels much more fluid and free than the base game. It feels like I have way more room to manervuer and use the terrain to my advantage than before. Looking back at the original game, Shogun 2's map looks absolutely cramped in comparison i'm not sure why I never saw it before! This sense of freedom adds quite a lot when it comes to planning your strikes on your enemies. The actual invasion corridors may be the same, but I like the fact that it feels like I can move around a bit more, before the fighting starts.
Building influence is an interesting mechanic and likely tied with the map for the feature i like most about Rise of the Samurai. Usually CA takes the "Total War" aspect of their games to heart, but with the new introduction of influence it feel CA is finally allowing a different path to build your power. It can be quite satisfying to use your agents to build influence in a province, keeping enemies at bay with diplomatic treaties while you steal the loyalty of lesser clans right from under their noses. In the end, you can end up with quite a hefty prize (entire provinces) without a single arrow notched, and to me that is just loads of fun. The AI feels different too, if i had to put a word to it i'd definitely call it much more aggressive than the vanilla AI. Players have been reporting seeing the AI using agents to their absolute fullest and multiple sea-born invasions during the course of a single campaign. It feels very biased against the player, and i've noticed the AI (seemingly) ignoring potential threats at home to instead launch an attack on me abroad. It isn't a psychotic AI who is out to destroy the player from the word go by any means (not from what I saw anyway!), but the old saying "You wouldn't like me when I'm angry" seems to apply.
Above all Rise of the Samurai feels like a balancing act. The shorter campaign means there's a reduced margin for error in absolutely every venture you undertake. The AI is primed and ready to take advantage of just about any weakness the player displays (and at times, feels like it is actively bullying me around). In many ways, Rise of the samurai expects you to know when not to fight perhaps more than it expects you to know when to. Is it worth taking a fame hit now and conquering a troublesome minor quick and easily? Or should you spend 5-15 turns building your influence in their provinces? You'll find yourself wrestling with questions like this often. In Shogun 2, I found I needed to be thinking two or three turns ahead in order to adequately out-play the AI. In Rise of the Samurai, I feel like I have to be planning for twice or sometimes three times that in order to stay one step ahead.
Final Thoughts
Few clans are rated above "easy" or "medium" in Rise of the Samurai, but that feels very relative. As a whole, this DLC screams that it was meant for an advanced player - one who has already claimed the title of Shogun in the Sengoku Jidai and who is looking for a new challenge. The campaign has a lot of really fun, interesting features and adds a lot of excitement to the already fun Shogun 2. What holds it back are a few weird technical glitches and limitations that crop up the deeper into the campaign you get. For example, agent missions seem to be particularly touchy at the moment, and many seem to auto-fail for no reason.
But as for major bugs, I couldn't find any big, glaring game breakers in my time with the game. My main hang up would be the time limit and the clash of gameplay styles. With the heavy emphasis on the slow accumulation of power, i feel the gears shift too quickly toward conquest once you realize time is ticking away. An extended time mod would fit the bill quite nicely and, i feel, really make the DLC shine.
But even with my small hang ups on a few of the aspects of the DLC, i can't deny that I enjoyed my time with it enough to feel justified for the $10 asking price. Rise of the Samurai is a great excuse to get back into playing Shogun 2, and if you liked the original campaign you will in all odds like the new, Gempei War scenario. If you're hungry for more Shogun 2, it's hard to go wrong with this DLC pack.
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