Garo's Notes:
How I got into this: Been a Total War fan since Medieval. I just saw it randomly at a game shop and bought it. Lucky choice lol.
Plan for completion:
Win all three campaigns on normal or hard. Campaign length doesn't matter.
My definition of 100%:
Kinda difficult for this game. Winning as every faction would take a huge amount of time, so personally I would define it as winning as 3 different factions for every campaign. Of course other people would be more strict with the definition. I'm not planning on 100%ing this game anyways.
Current goal: Win a Fall of the Samurai campaign on hard/hard.
My first campaign win was as the Hojo on the normal campaign after multiple attempts on normal difficulty. (Yeah I know... I'm not great at this game).
I found this game to be surprisingly difficult compared to earlier Total Wars. In the earlier Total Wars, I generally found that I would never be in a position where I had to face the prospect of losing a campaign, even if I was at war with multiple civs. In this game, if you aren't prepared for the endgame, you will end up losing.
Just finished Rise of the Samurai on hard/hard. Took several attempts ;^_^. This game is very easy to mess up if you don't have your early game planned out properly. A bit stressful but I made it with 1 year to spare. I was about to abandon this campaign because I was nearing the deadline, everyone had declared war on me, and I was nowhere near having enough provinces. It's lucky I held out, because after a few key victories I gained superiority over my neighbours, and was able to steamroll them. The ending was not hugely satisfying, but I don't mind too much because most of the satisfaction is just beating the challenge. I played on hard/hard. I don't like playing very hard on Total War games because the AI cheating is too noticeable.
I find Shogun 2 difficult because there are a set of things you need to do which can make the game very difficult if you aren't aware of them. Keeping your Daimyo's honour high is very important otherwise your provinces will rebel. That means avoid looting, even at the endgame. If your navy is too weak, it will be cornered and you won't be able to break out. This happened to me but fortunately I did not get any naval invasions in the endgame. Losing a general is a pretty big deal, which is a problem because a single tactical or strategic error can have a general killed or an entire army annihilated. You only get a handful of generals in the game. Having friends is also very important to delay the time before everyone turns against you.
ROTS was definitely the least entertaining of the two campaigns I've played so far. There's just too much of a lack of unit variety, so it becomes the same battle over and over. However it was still a good game, and the simplified sieges for towns were welcome.
The main problem I have with Total War games is they kinda kinda grind you down in the endgame because you're just constantly fighting huge stacks. I usually get bored and start autoresolving.
Having finished the first two campaigns, I am honestly looking forward to playing the Fall of the Samurai... Looking forward to getting my gunpowder and unit variety back. The setting will be interesting too.

Fall of the Samurai
I decided to play as the Satsuma because it's my first campaign in FOTS. There are several new features in this game... Firstly the old Empire interface seems to be back. Amazing that they were able to put that code into this game. I enjoy empire's interface systems so that's great. Naval units are quite expensive, which I am fine with because I hate being inundated with naval battles. Speaking of which, auto resolve is competent in this campaign. In fact, it is often superior to playing the battles yourself. I am fine with this. Nothing is more frustrating than auto-resolving an easy battle and losing a critical unit.
There are a bunch of turns in a year now, and unit movement seems to be greatly reduced. Moving armies around is a bit frustrating, but the game overall is less stressful because you have more time to react to unexpected situations. Navies are now very helpful for moving your armies long distances, which is important because the map is split into 2 factions who are on opposite sides of the map.
The AI is pretty crap in this campaign. They seem to have no grasp on how to combine gunpowder and melee units, which is not unexpected because I can barely manage it. Also they always insist on attacking, even if they are defending and have gunpowder and cannons. Who even writes this AI?
Naval bombardment is OP. Seriously, I encircled a large army, dropped a focused bombardments, and the army was gone. The reinforcing army ran away instantly. It was of course pretty awesome, but makes things a bit too easy.
Before bombardment:

After bombardment:

Naval battles confuse the hell out of me. I think line astern is what I'm supposed to be doing but naval stuff was never my strength. At least there's no wind stuff I guess.
Geishas are babes but they will fuck your army movement if you leave them around other characters, goddammit (Edit: Actually I think it's just if you keep your generals sitting around in a city). Foreign veterans are also OP because you just put them in your main army and bam, bunch of elite units.
Like many Total War games, it's fun to play around with and pretend you are a general unifying Japan or whatever, but so many exploits...
One other issue I have is the unit stats balancing. I just don't understand why Creative Assembly balances the unit stats in the way they do. Why are the matchlock samurai just plain inferior to infantry? Every unit should have something useful about it. The snipers should have long range but slow reload, the samurai should be bad at shooting, but good in melee, the line infantry should be good at shooting, but bad at melee, etc, etc.
Same with the levelling up. In FOTS, there is rarely any reason to not just go down one side of the tree and specialise your agents and generals as much as possible.
Anyways I will finish the campaign and then get back to this review.