Review of Dynasty Warriors 9: Empires – A pocha strategy for a recalcitrant musou

Li Xiang started as an independent official. Traveling through China, this two-meter woman, with ruby ​​and gray eyes, was distinguished by her appearance, but not by her name – all this was an example of what it must be like to be a soldier of China Ancient. Leal. Powerful. Terrible and miserable in equal parts. That’s why Prime Minister Tao Qian took it under his command. Li Xiang conquered several territories for himself. He attacked terrifying warlords of the Rival War, such as Lu Bu, and advised him to avoid Cao Cao’s invasion attempts, even before Liu Bei could move a finger, offering him Xu territory. . Many men fell in love with her for her beauty and strength, including Tao Qian himself, but Li Xiang treated them all. It only served a larger purpose: to unify China under the same flag.

For those with knowledge of ancient Chinese history or hayan leído The Romance of the Three Kings, the preceding paragraph will be more confusing than for those without. Although the situations seem familiar and the names are familiar, something remains to be seen: there is no Li Xiang in the anthills of ancient China. And it’s not because history was erased for some obscure reason, but because the first is a fanfiction. This is (part of) my departure from Dynasty Warriors 9: Empires.

For those who don’t know, games labeled Empires are a series of spin off Dynasty Warriors carrying the musou formula in the field of strategy games. In them, we must occupy a territory and, from now on, ensure that it develops in a complete form so that when we go to war, to defend or invade our citizens, we have the best chance of winning. And, ultimately, achieve the unification of the whole country.

But at the end of the day, it’s a Dynasty Warriors. A muzzle. And that means that with the best management we have, we always find ourselves in the middle of multi-ethnic battles where the bases are counted by miles, always in the hands of a single individual.

In the case of this new delivery, the formula has changed practically nothing. Infantry, archery and cavalry are a stone fortune, role or tijera in weaknesses and fortifications, each character has a favorite weapon with which they have associated special moves, and everything consists of equipping the best skills, weapons and weapons to our characters to try your best on the battlefield. On the other hand, in addition to the spectacular musou, moves capable of taking out dozens of enemies in front of you at once, we have the secret planes, abilities that damage the area, make us explode or cause dust, which in the broadest campaigns and full of secondary objectives are already making an impression on the battlefield.

Because, remember, Empires is a strategy game. Now war has no missions or events in people’s lives, but military campaigns. This means that in every battle we will not only encounter officials with powers similar to ours, but we will also tend to constantly make decisions. Taking an enemy base or finishing with their artillery, or trying to destroy their strategic plan or continuing ours, will be decisions we tend to make constantly, ensuring that the game has the same base as any Dynasty Warriors, adding the little trick we have, we decided on some of the same strategies, including, chaos came, having clear control over strategies and how troops would be deployed on the battlefield.

It must be that, as we have already noted, Empires are strategy games. Before going into battle, we must decide which plan to follow and what the official differences will be. When not, we tend to do semi-annual plans, where we get bonuses if they are fulfilled, and we tend to manage our lands, taking two resources, food and gold, as we train troops, fortify territories and make invasions or defenders during each month. In this way, they are discouraged from constantly entering into conflict, because resources are wasted, and they also emphasize the importance of planning medium and long distances, creating training systems, trade lines and powerful agriculture like more of a source of income and resources. looting of land.

On the other hand, the other resources are official ones. For this we will also have the possibility of passing, where we can have sex with other officials, or even cover or capture officials from other kingdoms, in order to make our houses grow. It also consumes a month of that semester plan, ensuring that we always have to decide against the plans we have already made, so sometimes it will be more practical to rewrite them to suit the circumstances of how much we need to follow in at the moment. advance any price.

This is all from another dimension to musk. Anyone who wants violence alone may feel misled, carrying the importance of the strategic part of the game, but who wants something more, will find a game richer in matics than is common in France.

But the charm of the game is that, as Dynasty Warriors, it is based on the classic Chinese novel El Romance de los Tres Reinos. It is a fictionalized version of China’s unification history that spans from the year 169aC to 280dC, beginning with the Yellow Turban Rebellion to the end of the Three Kingdoms, when the Jin dynasty succeeded in unifying the country. A story that has always given shape to Dynasty Warriors, but is particularly relevant in this case spin off.

The game is based on that. We have literally hundreds of characters with little encyclopedic entries explaining to us what their role was in this situation, dozens of territories involved and several campaigns covering concrete moments of this conflict, allowing us to play different moments of the same . In this way, being able to choose between regents, generals, great generals and officials, with different electoral capacities in the management of the territory, of any territory of China, including having our own characters to insert in the game, the game is, literally a generator of fanfics from the Romanesque of the Three Kingdoms. A video game where you decide how to tell certain characters, regardless of what really happened, both in the real story and in the novel.

The problem with the game is that I don’t know how to put all these elements together. All battles are battles between realms, but the importance lies in the officials, who do what to manage the difficulty of a tenga even until repeating extremely heavy-handed tactics. If we had to defend an invasion of a kingdom with many more troops than ours, we would see as if all the officials united to attack us, that our planes would arrive at the other end of the map where we were sent, and that the difficulty of combat has increased exponentially. That doesn’t make it more difficult, but it’s downright impossible to win some battles; anyone I find where the odds exceed 65% in our case, in most cases, don’t deserve the blame or try it.

It makes the game frustrating. Well it’s logical that we can’t win all our battles, knowing that if the other has a major force we only see how to destroy us, not with his power, but because we fight in our planes and because its officials are nearly impossible results an experience that is not only completely different from what we expect from Musou, but also a game of strategy.

Another problem is that the management side finds a strange balance between being too deep to understand intuitively, but too superficial to be able to give detailed explanations without making it tedious. This makes anyone who hasn’t played Empires yet discover that in their early hours they will try things to try to figure out what all the numbers mean, the options, and including how to navigate between menus that are the antithesis of the intuitive. . This can result in being repetitive beforehand, especially when we even begin to control a large realm, we probably have to spend hours doing microgesturing in which we feel we have no real control over the outcome, nor do we know when to judge us. , who has control over all elements of the kingdom, and not just as an official, who can only manage a handful of things and then suggest the rest.

The above should sum up that the game’s technical issues are something more than a one-time case. Long loading screens, a to burst quite low and some unfair frame rate clashes, the game will never be completely harmful, but it does make the experience less enjoyable than it should be, especially because nothing on its own is meant to be a console of a new generation, or have a console of the previous generation, you may have problems moving what is taught on the screen.

All of this makes Dynasty Warriors 9: Empires a hard game to recommend. Musou quiz fans have trouble with the strategy part, not all taken well, and skeptical strategy fans who fully appreciate either side, while there are many more in-depth titles and intuitive in the market. Fans of Empires will find a reason to meet here, and lovers of ancient Chinese history and the Romanesque of the Three Kingdoms will no doubt be able to forgive their faults, precisely for what is its greatest virtue: to be a perfect generator of fanfics of ancient China. In this sense, Dynasty Warriors 9: Empires is excellent, but we, faced with a hypothetical Dynasty Warriors 10: Empires, expect much more in all aspects.

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