Total War: Three Kingdoms remains the only game to have ever been given a mythical 10/10 review score by me.
To this day, it is still a game that I'll gladly jump on and every
single bit of praise I gave it then is still something I love about it
now. It's a beautiful game, absolutely lovely to behold, a strategy game
that gives you characters to grow with, alongside an engaging army
building system as well as a strong city development system, both of
which further increase the level of personalisation and customisation on
offer. All of this, and more, combining to make arguably one of the
best strategy games ever made. Now it's time to look at the second piece
of DLC, Mandate of Heaven.
With the launch of the core game came the Yellow Turban Rebellion
DLC, that can very much be considered a part of my core review. The
second piece of DLC was Eight Princes which was, frankly, adequate at
best. The alignment system was certainly interesting, but the DLC just
didn't feel like it brought anything extra. How, then, has Mandate of
Heaven fared?
Considerably better, that's how. What really helps here in Mandate of
Heaven is that a lot of the game will still feel familiar, working with
what can be a new style of playing Total War: Three Kingdoms. A few
usual suspects return, with Liu Bei, Cao Cao and a considerably less-fat
Dong Zhuo all starting quite different to how they do in the Rise of
the Warlords campaign, eight years later. Liu Biao, Tao Qian and Liu
Chong round up the returning cast of characters.
These are joined by the Zhang brothers (Zhang Jue, Zhang Bao &
Zhang Liang) who incited and led the Yellow Turban rebellion, with the
new cast of characters being rounded up by none other than the emperor
himself and Liu Bei's mentor, Lu Zhi. Other familiar faces will appear
as you play through. Yuan Shao and Kong Rong are simply generals under
the emperor. All of this makes more for the true back-story of the Three
Kingdoms and the names that were made immortal during that time.
Working well with the idea that this is more of a back story is the
gameplay, particularly that of Liu Bei, Cao Cao, the emperor and the
Zhang brothers of the Yellow Turban rebellion. Each of these factions
has a different type of playstyle, giving you something quite different
to what you'd be used to from playing the core game or the Eight Princes
DLC. Liu Bei and Cao Cao are quite similar, being more nomadic and
pushing to prove their worthiness. The Yellow Turbans are more about
co-operation and the synergy between the three leaders - starting
nomadic - with the emperor being likely the most interesting of factions
within the DLC.
Looking at Liu Bei and Cao Cao first, you'll find a very
story-oriented path, letting you follow the actual events of the Three
Kingdoms or shoot off and make your own way. You don't have any
territory at the start, leaving you free to move wherever you like -
funds being brought in by your family holdings, ransoming and looting
and extra troops simply being recruited from wherever you can find.
Personally I really enjoy these campaigns, building on the strength of
the emergent storytelling that Total War, particularly Three Kingdoms,
is fantastic at.
Naturally, you can continue on past the eight years of Mandate of
Heaven, directly into the core campaign - granted, your start could be
considerably different - Dong Zhuo, unless you control him, tends to be
in a massively strong position. The emperor's faction is just completely
ineffectual, somehow losing everything in what could be argued as the
strongest starting position and the Yellow Turbans are almost doomed to
defeat. In real life, the core uprising was destroyed in just one year
(184AD to 185AD), with remnants and minor uprisings later being
encountered until 205AD.
Both of these campaigns are what add new and interesting elements to
the game. The Yellow Turbans are somewhat hamstrung regardless, being
unable to perform diplomacy or espionage, though they have an
interesting mechanics in the form of Zeal and Fervour. Zeal, as it
increases, gives you buffs, indicating the increased momentum of your
faction and ideals. A lowering of Zeal, however, results in uprisings in
favour of the Han Empire. Fervour, on the other hand, spreads in enemy
provinces and as it increases, causes further Yellow Turban uprisings.
The polar opposite of this campaign is that of the emperor, Liu Hong.
Being the emperor, you are essentially in control of the whole empire,
with the vast majority of other factions being allies. The new game
mechanic for Liu Hong is influence - something you have to use to create
a balance between essentially three competitors vying for control
within your court. These three are the bureaucrats, dynasty and
warlords, each having different benefits and detractors as their
influence increases or wanes, creating a very delicate balancing act
that could enable you to take action or completely freeze you from
reacting to events that are tearing the country apart.
Naturally, Mandate of Heaven also contains a number of new units for
your conquering of China. Some of these can feel very similar to those
you've already controlled, though others like the Hero Slayers, feel
different primarily due to their focus. In addition to this,
enhancements for sieges, such as new weapons, have been added. If
anything, I still find the game is lacking such as Hu Lao Gate and other
external non-settlements outside of historical battles, areas that were
very significant during the Three Kingdoms
There are a few issues brought in that have compounded issues. The AI
in games has never been able to truly deal with diplomacy and it seems
that the AI here cannot deal with Fervour, Zeal and Influence. Indeed,
the AI can't seem to deal well with being either the Yellow Turban
leaders or as Liu Hong, both factions being fairly toothless. It's a
shame because both can be very entertaining to actually play as.
All in all, Mandate of Heaven is a good DLC, though somewhat flawed.
It performs and stands out far beyond that of the Eight Princes, adding a
good amount of new content to Total War: Three Kingdoms. The inclusion
of new mechanics certainly adds to the tactics of the factions in
question but, most of all, what stands out for me is the move to an even
more detailed story for a sizable cast of characters.