What comes next is what you’d expect from any Total War game you march around the world map killing enemies, capturing settlements, bartering with allies and proceeding towards your ultimate goal – Ursun himself. Each faction has its own reasons for wanting to find Ursun, but regardless the campaign follows the same path, with only a few story beats and tonal changes between them. Your choice of faction decides who this Advisor joins, and who he leads to find the four souls of chaos and eventually reach Ursun. The aftermath of this tears the fabric between the material realm and the realm of chaos and leads a cursed mage known as the Advisor – returning from the previous titles – to seek an ally with whom he can find Ursun – still imprisoned by a Daemon Prince – and break his own curse. Two brothers set off to find Ursun – who had been imprisoned by the forces of Chaos – but after one of the brothers is tainted by chaos and kills the other, the God-Bear is fatally wounded and the surviving, murderous brother is transformed into a daemon prince.
For many years, the people of Kislev – a human nation seemingly inspired by east and southern Slavic kingdoms – have suffered under an endless winter, due to the disappearance of the Bear-God Ursun. The campaign this time around focuses on the northern portion of the Warhammer Fantasy “old world”. The biggest and most important changes are the addition of a new campaign, the addition of 7/8 new races and a host of quality-of-life improvements, so I’m going to hone-in on those.
I’d recommend checking those out to gain a full understanding of the basic mechanics and history of the series. My previous reviews of the first ( ) and second ( ) titles focus on the basic mechanics of the game, and in all honesty not much has changed in regards to those.
The big question is – can the final entry tie the series up nicely and provide the ultimate, definitive Warhammer Fantasy experience?įirst and foremost, I’m going to focus mainly on changes in this review. Despite the first two games facing some stumbles, both continued to be popular well after release thanks to the forward-compatible nature of races, meaning that players of TWW1 could use all of their races in TWW2 on the grand Mortal Empires campaign map, comprising of the entire world as found so far in the titles. Total War fans finally had a more fantasy-based game to play, eschewing the often over-serious tone of previous entries. Warhammer fans finally had a decent way to jump into the original Warhammer Fantasy world which lived up to the mass-bloodshed and strategy found in the tabletop game. Originating from the genius mixing of two long-running franchises, the series has been somewhat of a breath of fresh air for fans of both. After six years, we’ve finally come to this the end of Total War: Warhammer.