Total War Battles: Shogun
A mobile port wearing a beloved strategy franchise's name like a costume. Worth a look only if hex-grid tower-offense scratches your itch and you can forgive sluggish PC controls.
GamerScout Verdict
Fine for casual hex-strategy fans who ignore the Total War branding, but a poor fit for anyone expecting the real series' depth.
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About Total War Battles: Shogun
My first honest reaction when booting this up was confusion about what exactly I was supposed to be playing. The Total War name carries serious weight, conjuring large-scale battles, province management, and satisfying tactical depth. What Total War Battles: Shogun actually delivers is something far more modest: a hybrid of base building, tower-offense, and light resource management played out on small hex-grid maps. Once you reset those expectations, the game becomes considerably easier to assess on its own terms. The core loop has you constructing buildings on a limited tile grid to generate resources and recruit units, then pushing those units forward against enemy waves. The Bushido mechanic is the one genuinely interesting design choice: units cannot retreat once committed, which forces every placement decision to carry real weight. You field ronin, samurai, bowmen, monks, and cavalry, all arranged in a rock-paper-scissors counter system that keeps early combat engaging. There are also city-planning puzzle missions mixed into the campaign where you have to squeeze buildings onto constrained maps, which breaks up the combat rhythm. Some players find those sections satisfying; others find them the most tedious part of the experience. Here is where the PC version specifically runs into trouble. The game was built for touchscreens and the transition to mouse and keyboard is noticeably rough. Controls feel clunky in ways that a proper PC build would never allow, and the pace of combat is deliberately slow with no option to speed it up. The PC release also launched without the local multiplayer mode that existed on mobile, which was a strange omission that did nothing to help its reception. Stat transparency is another casualty: units have no visible health bars, and you will never know exactly how much defensive bonus your monks are contributing. That works fine on a quick mobile session, but on a PC monitor it feels like information deliberately withheld. The visual presentation is the game's most defensible quality. The stylized, colorful art holds up adequately on a larger screen, and the animated samurai have genuine character. Voice acting is decent for what it is. The soundtrack, however, tends toward repetition fast enough that muting it becomes a reasonable option before you finish the first hour. With around ten hours of campaign content, this is not a long game by PC strategy standards, and replay incentive beyond leaderboard climbing is thin. If you have zero attachment to the Total War brand and simply want a casual hex-based strategy experience with a feudal Japan theme, this will occupy an afternoon without causing much pain. If you showed up expecting anything related to Shogun 2 or the mainline series, close the tab now. The Metacritic score of 59 reflects the honest community consensus: functional but mismatched to its platform, carrying a famous surname it did very little to earn.

Catch-all
Tags
System Requirements
Minimum
- Processor
- 1.5 Ghz
- Memory
- 512 MB RAM
- Graphics
- 256 MB (Shader Model 2.0) Hard Disk Space: 700 MB
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Reviews & Ratings
Game Info
- Developer
- !Lim studio
- Publisher
- SEGA
- Release Date
- Aug 29, 2012