Preview - Total War: Pharaoh Looks At The World Before The Bronze Age Collapse
14.09.2023 - 16:31
/ mmorpg.com
Total War: Pharaoh , by Creative Assembly, arrives on October 11th. Players will have the chance to take on the role of a leader from one of three different origins: Egyptian, Canaanite, or Hittite. The time period chosen by the developers focuses on the Bronze Age collapse of Ancient Egypt. The preview build I had access to was limited to choosing the Ramesses campaign; the progress ended after 50 turns, and the game build was a month old. Given those limitations, I still enjoyed my time with the game as I am a fan of this time in history, and this rendition of Ancient Egypt was fun to explore.
From turn one, I felt the look and sound were on point. Some players may find that certain unit models are lacking, but they match the Eygpt theme and complement the various UI elements well. While I wouldn’t mind seeing more polish on some models, the design works well for the setting. I also found the soundtrack enjoyable. It immersed me in the gameplay and again fit the theme.
As I began to click my way through each turn, I noticed the challenges faced by Ramesses were likely quite different from other leaders. I made my typical mistake and spread myself too thinly on multiple fronts during my first attempted playthrough and was surprised at the number of AI opponents that reacted to my hostilities from the outset. I also found that my access to stone was limited, even though Ramesses’ access to resources is meant to be plentiful. I had no issues with bronze, gold, wood, and food so long as I planned ahead for which building I most needed. I was curious to experience other leaders and their starting positions to see how they compare.
I found the Battles in Total War: Pharaoh enjoyable at first. But the unit types in the early game felt a bit underwhelming. While this is understandable for the setting and time period. I started autocompleting most encounters after the first few battles. As I leveled, my leader could improve in three attributes: Presence, Fortitude, or Ardor. Each one provides a passive bonus at every rank with milestones that unlock different combat abilities. It's a simple advancement system and works, but it doesn't feel particularly engaging.
One of the systems that I enjoyed the most is the environmental effects that can alter the terrain during combat. Players can delay when they initiate a battle to try and improve the weather conditions. If it is raining, for example, you can try and hold off until the weather is more of an advantage for your forces. Otherwise, your army may be fighting in the mud. During my 50-turn playthrough, unfortunately, I didn’t encounter any sandstorms or other weather conditions, but I am looking forward to how they will impact battles during a full