The making of Total War: Warhammer’s Royal Hippogryph Knights
You probably don't get how big a deal Royal Hippogryph Knights are. Not only are they paragons of chivalry who gained superhuman powers after drinking from a magic cup and then tamed a savage flying monster, but - unlike the vast majority of units in Total War: Warhammer - they never existed in the tabletop game. Until the Royal Hippogryph Knights arrived in the Bretonnia update, Creative Assembly had only ever adapted units from the tabletop game’s official rule books.
That wouldn’t suffice to make a playable faction of Bretonnia, who hadn’t had a tabletop update since Warhammer’s sixth edition back in 2004. That particular book didn’t contain nearly enough units to stretch across Total War’s many technology tiers - there was no such thing as ‘elite’ infantry, nor a flashy endgame centrepiece, like a Hell Pit Abomination or Steam Tank. Creative Assembly had to get creative.
But given Warhammer publisher Games Workshop is famously protective of its IP - an approach which has served well, because can you remember a licensed Warhammer product that screwed up on lore detail? - you might imagine these conversations are difficult. Apparently not.
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