Total War: Warhammer II The Shadow & The Blade review — A fantastic delve into the dark
Since 2022, Creative Assembly has added several updates and expansion packs to Total War: Warhammer Ii, expanding the earth with new playable races, units and locations. The latest addition, In Total War: Warhammer 2 The Shadow & The Blade, adds a new storyline revolving around two famous, edgy characters from Warhammer lore: Deathmaster Snikch and Malus Darkblade. As such, the master assassin and feared Dreadlord are set on a collision course.
The Shadow & The Blade adds some fantastic new lords, heroes and units for players to relish, while the unique campaign mechanics are quite distinct from anything introduced so far. It is worth noting notwithstanding that Malus' campaign effects are very imbalanced — though thematically advisable — and starting off his campaign is extremely difficult every bit a result. If you don't listen that, or you lot're simply here for the Skaven side of things, this DLC pack is an absolute must-buy.
Assassin Meets Demon
Total War: Warhammer II — The Shadow & The Bract
$9
Bottom line: Creative Associates delivers one of the best DLC packs for the Total War: Warhammer series yet.
Pros
- Fantastic new campaign mechanics
- Strong, unique, lore-appropriate narrative focus
- Further fills out Night Elf and Skaven rosters
Cons
- Malus Darkblade's campaign is imbalanced
The Shadow & The Blade has sneaky Skaven assassins
Deathmaster Snikch is the famed Clan Eshin assassin for the Skaven, feared throughout the entire earth for his murderous abilities. Wielding triple poison swords (he holds one in his tail) there'due south no fleet he can't burn, no wall he tin can't climb, no pharynx he tin't slit. Leading his scurrying brethren, Snikch is allowed to undergo schemes of sabotage against his foes, as well as take on contracts from the other 4 major Skaven clans: Mors, Pestilens, Skyre and Moulder. By taking on unlike contracts, y'all tin build Association Eshin's reputation and get special privileges. Eshin Triads are the main new unit of measurement the Skaven have, stealthy polearm-using assassins that are great at carving through low-cal enemy infantry. In that location's also a new Eshin Sorceror, Master Assassins, Warp-Grinder Weapon Teams and Poisoned Air current Mortars.
Deathmaster Snikch feels incredible to play every bit and is a scarily-effective hero killer.
We're talking about Skaven here, so naturally that doesn't hateful taking contracts on other races the ratmen so despise, oh no. The clans are all spying on each other and they'll pay Association Eshin vast quantities of food and coin, in add-on to providing discounts. Of form, spying on a Clan tends to make them angry, and then whoever you choose not to help will inevitably be more difficult to reason with in diplomacy and just generally make things more obnoxious for you. If you aid Clan Skyre, the insane Warlock Engineers will gladly hand you advanced technology at a reduced cost but if they've asked you to spy on Association Moulder, the flesh-shapers won't be pleased.
Snikch himself can undertake missions, but given that he feels incredible to play as and is a scarily-effective hero killer on the battlefield, it'southward all-time to assign schemes and contracts to his assassinator underlings. When you lot've got assassins spread out, darting across the earth hindering armies and spying on potential threats, it really does feel like you're at the center of a marvelous spiderweb, an intricate network of espionage all in your utilise. Information technology's a really nice change of footstep from the fashion Skaven usually play and actually got me invested in a Skaven entrada, something that's never happened before.
Congruent with the release of this DLC, Artistic Assembly also released a patch that has greatly optimized the plow times. Running on a Samsung SSD, end turn times in the Middle of the Vortex story manner have gone from most fifteen seconds to less than ten, while the aggressive Mortal Empires g campaign only needs twenty seconds every bit opposed to previously requiring well over a minute. This patch isn't office of the DLC just because of the timing, it'southward worth mentioning.
The Shadow & The Blade also has divisive Dark Elves
Meanwhile, over on the Dark Elf half of the DLC, Malus Darkblade has become partially possessed by the Greater Demon Tz'arkan, the Drinker of Worlds. This has resulted in a fractured mind on the edge of a knife that can crusade discontent among Malus' troops — and immense power mortals only dream of. Malus' entrada revolves around trying to observe a solution to this, balancing the strengths and weaknesses it causes him to develop, drinking ever more than-expensive potions to temporarily quell the demon. In terms of new units, the Night Elves now accept admission to the Bloodwrack Medusa, an extremely powerful animate being with surprising range adequacy. The Bloodwrack Shrine, High Beastmaster, Master and Scourgerunner Chariot further fill the roster.
In gameplay terms, this is represented through a meter showing how strong Tz'arkan's hold on Malus is. The weaker the demonic influence, the better a leader Malus is, gaining replenishment benefits for his army and decreased construction costs. As Tz'arkan gets stronger however, these benefits turn to negatives, your generals become increasingly disloyal and you lot take massive replenishment penalties, in exchange for seriously increased martial ability and the power to fully transform and permit the demon rage on the battlefield, with destructive results that yous can see below.
While I appreciate the kind of run a risk-reward mechanic implemented hither, right now information technology feels imbalanced. The replenishment penalty means that without some work put into your buildings, you won't be able to replenish your army at all without constantly chugging the expensive potions. Either this penalization should be slightly loosened or Malus needs to become fifty-fifty more than ludicrously powerful than he already is, in lodge to brand upwardly for the dwindling army reserves using him in his demonic land will inevitably issue in.
The risk-reward mechanic feels imbalanced.
In that location'south as well some neat fluff work that makes this campaign feel more authentic and immersive. Usually, browsing the state of war map simply provides an ambient overview of the entrada. Not and so when y'all are playing as Malus. As the demon increases its hold, the screen tints purple and Tz'arkan laughingly mocks Malus' struggle. When you've previously played this game for over 250 hours, it's a legitimate shock and a smashing way of reinforcing how torn Malus is.
Should you buy Full State of war: Warhammer II - The Shadow & The Blade?
Total War: Warhammer II keeps on going strong as one of the definitive RTS games available right now and this new DLC has simply farther heightened that strength. Deathmaster Snikch and Clan Eshin steal the evidence here and make for an absolutely fantastic new Skaven faction, one that might win over players who previously weren't interested in the sneaky ratmen. The new units the Dark Elves get are appreciated and the thematic work put into Malus Darkblade'south mental struggle against Tz'arkan is some of the best in the series, though information technology is in dire need of some mechanical fine-tuning.
For those who have the main game and other DLC packs merely are pondering grabbing this latest add-on, I can wholeheartedly say it'll be worth your while. If yous oasis't picked up the main game at all only it looks interesting, I recommend checking out some thoughts from Cale Hunt, one of our staff writers, who talks about getting into Total War: Warhammer Two years afterward release.
Stay Subconscious
Full War: Warhammer Two — The Shadow & The Bract
Shadow meets Blade.
This DLC packs adds two new Legendary Lords, boosted units for the Skaven and Dark Elf factions and unique campaign mechanics further fleshing out the lore of the Warhammer world, come to life in this series.
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