Compara los precios de Total War: THREE KINGDOMS en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por CREATIVE ASSEMBLY. Publicado por SEGA. Lanzado el 23/5/2019. Disponible en PC, Mac, Linux. Géneros: Action, Strategy. Puntuación Metacritic: 85/100.

After hundreds of hours in Paradox titles, Three Kingdoms made me realise Creative Assembly had finally figured out what a character-driven grand strategy actually feels like. Play it before the sequel arrives.

I came into Three Kingdoms with a colour-coded spreadsheet ready and a healthy scepticism that a Total War title could match the political depth I get from grand-strategy peers. About forty turns in, I put the spreadsheet away. The game had swallowed me whole, and not just on the campaign map. The structure will be familiar to anyone who has touched the series before: turn-based empire management alternates with real-time pitched battles across a sprawling map of third-century China. What is not familiar is how thoroughly character relationships reshape every decision. Each army is built around three generals, and those generals carry personalities, rivalries, gear loadouts, and personal skill trees. Pair two officers who despise each other in the same retinue and your campaign map headaches multiply fast. Recruit a character your faction leader bonds with and you start pulling off things no build order prepares you for. The Guanxi system, modelled on the Chinese concept of dynamic interpersonal networks, is not window dressing; it is the actual engine of the mid and late game. Watching Cao Cao's Credibility mechanic let you engineer proxy wars between factions you have never fought directly is, frankly, closer to a Paradox espionage system than anything Creative Assembly had shipped before. Combat offers a genuine fork in the road at campaign start. Romance mode hands your generals near-superhuman battlefield presence, lets rival commanders call each other into one-on-one duels that can flip the momentum of a full engagement, and broadly plays like a wuxia film in real time. Records mode strips the heroics away and runs closer to a historical simulation, where generals are skilled mortals rather than walking siege engines. Both modes are well balanced; neither feels like a lesser version of the other. For newcomers to the series, Romance is the kinder entry point and the more spectacular spectacle. For veterans who find hero units a bit silly, Records scratches that itch without gutting the character systems on the campaign layer. The diplomacy overhaul is where Three Kingdoms genuinely earns its Metacritic 85. The negotiation table finally has teeth: vassalage, trade, marriage, war co-ordination, and diplomatic treaties can all be bundled into custom deals, and the Quick Deal option means you are not forced to manually draft every proposition. Population management, public order from overpopulation, food supply chains across 73 commanderies, and a corruption mechanic that punishes unchecked snowballing all give the campaign layer the kind of decision density that keeps late-game turns from becoming a mindless map-painting exercise. The endgame specifically, which triggers a Three Kingdoms prestige race leading to a final clash of three self-declared Emperors, is the best-designed Total War conclusion I have played. It gives the campaign a narrative arc that most entries in the series never bothered to write. There are rough edges worth naming. Campaign load times without an SSD range from annoying to genuinely disruptive mid-siege. The tutorial does its job but the victory conditions are communicated through mission queues that new players routinely miss, so a quick read of a community guide before your first campaign is genuinely worthwhile rather than optional. DLC packs, including Yellow Turban Rebellion, Mandate of Heaven, A World Betrayed, and others, add warlords and scenarios that extend the replayability considerably but can make the full content list look expensive if you are buying piecemeal. The base game alone already offers a very long campaign across twelve distinct warlords, each with a faction specialisation, unique mechanics, and a different path through the same map. Replaying as Sun Jian after a Cao Cao campaign feels like a different game at the strategic layer, which is a higher bar than most grand-strategy titles manage. The mod ecosystem on Steam is active and ranges from cosmetic tweaks to overhauls that extend the timeline well beyond the base scenario. Diego, Scout Team

Total War: THREE KINGDOMS

Total War: THREE KINGDOMS

23 may 2019CREATIVE ASSEMBLYSEGA
GamerScout opina

After hundreds of hours in Paradox titles, Three Kingdoms made me realise Creative Assembly had finally figured out what a character-driven grand strategy actually feels like. Play it before the sequel arrives.

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I came into Three Kingdoms with a colour-coded spreadsheet ready and a healthy scepticism that a Total War title could match the political depth I get from grand-strategy peers. About forty turns in, I put the spreadsheet away. The game had swallowed me whole, and not just on the campaign map. The structure will be familiar to anyone who has touched the series before: turn-based empire management alternates with real-time pitched battles across a sprawling map of third-century China. What is not familiar is how thoroughly character relationships reshape every decision. Each army is built around three generals, and those generals carry personalities, rivalries, gear loadouts, and personal skill trees. Pair two officers who despise each other in the same retinue and your campaign map headaches multiply fast. Recruit a character your faction leader bonds with and you start pulling off things no build order prepares you for. The Guanxi system, modelled on the Chinese concept of dynamic interpersonal networks, is not window dressing; it is the actual engine of the mid and late game. Watching Cao Cao's Credibility mechanic let you engineer proxy wars between factions you have never fought directly is, frankly, closer to a Paradox espionage system than anything Creative Assembly had shipped before. Combat offers a genuine fork in the road at campaign start. Romance mode hands your generals near-superhuman battlefield presence, lets rival commanders call each other into one-on-one duels that can flip the momentum of a full engagement, and broadly plays like a wuxia film in real time. Records mode strips the heroics away and runs closer to a historical simulation, where generals are skilled mortals rather than walking siege engines. Both modes are well balanced; neither feels like a lesser version of the other. For newcomers to the series, Romance is the kinder entry point and the more spectacular spectacle. For veterans who find hero units a bit silly, Records scratches that itch without gutting the character systems on the campaign layer. The diplomacy overhaul is where Three Kingdoms genuinely earns its Metacritic 85. The negotiation table finally has teeth: vassalage, trade, marriage, war co-ordination, and diplomatic treaties can all be bundled into custom deals, and the Quick Deal option means you are not forced to manually draft every proposition. Population management, public order from overpopulation, food supply chains across 73 commanderies, and a corruption mechanic that punishes unchecked snowballing all give the campaign layer the kind of decision density that keeps late-game turns from becoming a mindless map-painting exercise. The endgame specifically, which triggers a Three Kingdoms prestige race leading to a final clash of three self-declared Emperors, is the best-designed Total War conclusion I have played. It gives the campaign a narrative arc that most entries in the series never bothered to write. There are rough edges worth naming. Campaign load times without an SSD range from annoying to genuinely disruptive mid-siege. The tutorial does its job but the victory conditions are communicated through mission queues that new players routinely miss, so a quick read of a community guide before your first campaign is genuinely worthwhile rather than optional. DLC packs, including Yellow Turban Rebellion, Mandate of Heaven, A World Betrayed, and others, add warlords and scenarios that extend the replayability considerably but can make the full content list look expensive if you are buying piecemeal. The base game alone already offers a very long campaign across twelve distinct warlords, each with a faction specialisation, unique mechanics, and a different path through the same map. Replaying as Sun Jian after a Cao Cao campaign feels like a different game at the strategic layer, which is a higher bar than most grand-strategy titles manage. The mod ecosystem on Steam is active and ranges from cosmetic tweaks to overhauls that extend the timeline well beyond the base scenario.

Diego
Diego · Scout Team

Strategy & simulation

Etiquetas

singleplayermultiplayercooponline-coopachievementscloud-savesCharacter RelationshipsGuanxi SystemRomance ModeRecords ModeGeneral DuelsVassal DiplomacyPrestige EndgameFaction SpecialisationMod Support

Requisitos del sistema

Mínimos

Processor
i7-8550U 1.80GHz
Memory
6 GB RAM
Graphics
Intel UHD Graphics 620
DirectX
Version 11
Storage
60 GB available space

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Windows 10 64 Bit
Processor
Intel i5-6600 | Ryzen 5 2600X
Memory
8 GB RAM
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GTX 970 | R9 Fury X 4GB VRAM
DirectX
Version 11
Storage
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Metacritic
85

Información del juego

Desarrolladora
CREATIVE ASSEMBLY
Distribuidora
SEGA
Fecha de lanzamiento
23 may 2019

Modos de juego

singleplayer
multiplayer
coop
online coop
Cooperativo en línea

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Audio (6)
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Subtítulos (13)
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Total War: THREE KINGDOMS se lanzó el 23 de mayo de 2019.

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Total War: THREE KINGDOMS fue desarrollado por CREATIVE ASSEMBLY y publicado por SEGA.

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Total War: THREE KINGDOMS tiene una puntuación Metacritic de 85/100, lo que lo convierte en uno de los títulos destacados de Action. Mira las reseñas completas, las valoraciones y los tiempos de duración en esta página para decidir.