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Total War: Pharaoh Review – The Sands of Time
Total War: Pharaoh Review – The Sands of Time-October 2024
Oct 25, 2024 4:22 AM

  Game Info

Total War: Pharaoh
October 11th, 2023

  

Platform
PC (Windows and macOS)

  

Publisher
SEGA

  

Developer
Creative Assembly

  As Total War has developed through the years, I've noticed a trend of the number of factions/starting positions becoming even lower. The counter to this is that if you go back and play early Total War titles or Total War: Rome Remastered (review here), the similarities between factions are undeniable. As the series developed, games like Total War: Warhammer (Reviews for 1, 2 & 3 here) and Total War Saga: Troy (review here) added variety in units, faction-specific traits and even lord-specific traits to counter the smaller numbers. I will now mention Total War: Three Kingdoms (review here) as a plug. This brings me to Total War: Pharaoh and my major complaint: it initially feels narrow.

  I have to concede that this is understandable due to the period. The Bronze Age was not well known for its cavalry charges and siege warfare. Indeed, Total War: Pharaoh is already breaking historical realism by allowing you to undermine city walls. I don't have an issue with that inclusion simply because it makes sense from a game perspective. So immediately, you'll notice a lack of catapults, arbalests and trebuchets. You'll also find a distinct lack of cavalry warfare, your mobile units being chariots with archers, some with pointy things on them, or some other heavier chariots.

  You may think I'm leading to the point that the unit variety isn't very varied. You'd be right if you were to think in more macro terms. You have infantry, archers and chariots, and your melee weapons are limited to swords, spears, and clubs - this may or may not be with a shield involved. However, what Total War: Pharaoh does well and improves on its Total War Saga: Troy predecessor - make no mistake, this is a Total War Saga game, they've just dropped the "Saga" - is the variety in these melee units. From the weight of armour to even the sword style, units offer more tactical opportunities than ever. It's not just a simple measure of damage, health and armour.

  Another thing brought from Troy is the tying of specific unit types to regions on the map. Ramesses is arguably the main "character" of this game, so you'll likely play him at some point (there are only eight 'factions' anyway), and you'll take the Sinai peninsula. With this Peninsula comes the ability to recruit Habiru units. Different areas across the map can offer other units for the holding faction to recruit, which certainly adds a layer to the game, even if these units can be broadly described as being in the same class as others (granted, slingers and javelin throwers are region specific from what I've seen). Leaders also have some unique units, with the three factions they belong to (Egyptian, Caananite or Hittite) having specific units, too.

  This all translates well into the real-time battles, which have returned to the single army approach, not the retinues of Total War: Three Kingdoms. Unit weights and other aspects have an impact, as well as the terrain and weather having a more notable effect. Sandstorms, for example, will devastate your units in a prolonged battle, but they will do the same to your enemy. As someone who has played every single Total War game released, I can't honestly say the battle changes much. It can feel grander, and the variety (aerial units, naval units) can differ, but only small additions enhance what is already an excellent experience.

  Where Total War: Pharaoh looks to differentiate itself is how you're working between the battles. As my longest time has been with Ramesses, I will use the Egyptians as the examples in this review, but if you decide to go with one of the two Hittites or one of the two Canaanites, it's pretty similar. First and foremost is the path to becoming the pharaoh or great king (Egyptian or Hittite, respectively). As you develop your lands, you'll gain legitimacy. The more legitimacy you have, the better positioned you are during a civil war (the most legitimacy becomes the leader). Eventually, you will get to the point that you'll want to start the civil war simply because you want to be king.

  While that is the end goal, the route is more interesting. Again, sticking to Egyptians - but the Hittites have their version. Each turn allows you to use actions in the court, building up regard with different leaders in different court positions. You can also claim a post of your own, reaping its benefits. For the places you're not in, use your regard with those - and an action - to buy those benefits, too. It's an interesting system that won't turn the tide of a war but can offer short-term benefits. Getting a discount on the upkeep of particular units or structures is always handy.

  Adding to this is the tactical style of building your regions. Cities can't be a jack of all trades, so you'll want to create a few military powerhouses. The majority will be helping your economy and rounding off with a few to help with your religious standing, which brings us to religion. As with units, capturing certain areas also introduces you to new gods. As you go through your research tree, you'll unlock up to three worship slots, allowing you to worship three gods and assign a general to be that god's devoted general. This brings buffs for the general and any region with a shrine or temple, but be warned that allowing an enemy to sack a shrine or temple brings repercussions.

  To wrap up with building, each area has several outpost slots to build supporting structures, ranging from forts and watchtowers to trading posts or shrines. The tactical opportunities with these are also great, letting you do anything from removing attrition in deserts to having a separate small army (up to ten units in a fort) ready to aid in a siege. Total War: Pharaoh is arguably one of, if not the most packed game in the additional aspects and considerations during the grand strategy, which is before I mention that you can pick a legacy to go down - my favourite being Khufu the Builder for the Egyptians, because I can build wonderous structures with wide-reaching benefits.

  I could go on, such as getting even more powers and bonuses when you become the Pharaoh. How the levelling system and character customization, while limited, is far more accessible and more worthwhile than in any other Total War game before it. In previous games, I would send every general down the same path; here, there's an excellent reason to specialise. It all makes for an excellently diverse Total War experience, even though the map can be quite limiting due to the layout (moving from Egypt to the north is narrow, to say the least).

  A final point I want to touch on, which I'm not overly fond of, is the civilization status throughout the game. Ten cities act as "pillars of civilization"; as they're developed, more points go into this, having civilization at a higher point, more peaceful, the game is brighter, and fewer raids from the AI-controlled sea peoples and desert tribes. It's a great idea in theory, but over 95% of my time has been spent with civilization in a state of ruin or on the verge because I only controlled three or four of the pillar cities. Clearly, only I can be trusted to make humanity happy.

  Overall, I can honestly say that Total War: Pharaoh is a very good Total War game. My favourite is still Three Kingdoms, but that doesn't mean I won't be playing even more of this. If you're a fan of the series and similar strategy games, consider this a hearty recommendation - and fans of the series that want to go to a more historical rather than fantasy setting, you should be happy.

  Copy provided by the publisher.

  9

  Wccftech Rating

  Total War: Pharaoh

  Total War: Pharaoh

  Total War: Pharaoh is a successful return to pure history for the series. While some may not like aspects, such as a limited unit variety and a map that can feel a little narrow in areas, the gameplay is enhanced across the board thanks to a variety of features, increased tactical options in combat, and more.

  

Pros
Excellent character levelling and customisation, adding more depth to generals Strategic gameplay is enhanced through city and region development, particularly with the use of outpost slots Excellent tactical combat, heightened by weight and other unit aspects, as well as heightened impact of weather and terrain A wide variety of mechanics make every game feel different Wide customisation options for the campaign Looks and plays great, and I've encountered no bugs (not to say others may not, but I didn't).

  

Cons
The Pillars of Civilization idea, while theoretically good, doesn't play out well Very limited number of starting factions Diplomacy can still be gamed, but it is improved The map can feel a little confined in areas

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