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Converted from PUK #6 scenario: Lords Of Zhong Yuan. Custom scenario: Three Kingdoms Super V1.3. Romance of the Three Kingdoms XI. There is an expansion pack for the PC version, but it was not included in the English version and is available only in Asian markets. This marked the Koei reintroduction of a PC version of the Romance of the Three Kingdoms series for the English market which had not happened since November 30, 1995.
It's easy to see how it might be possible to lose sight of a particular aspect of the empire, especially when the summary windows for each city seem so overloaded with data, and since the availability of new officers isn't always as apparent as it should be. What's worse is that the pace of the game is too slow for players to really notice much of a change from turn to turn. For some gamers, this will be a benefit. They want games with a more realistic pace, but when the tutorial itself lasts a good few hours, we have to start wondering if the balance isn't shifted a bit too far towards micromanagement and realism. In that way, it's not entirely unlike spreadsheet-heavy logistics games like Uncommon Valor, or the obsessive modeling of games like Hearts of Iron, each of which seems to revel in its own Byzantine complexity, just like Romance of the Three Kingdoms XI. At that level, it's just as much about managing your attention as it is about managing your resources.
Though there are plenty of diplomatic and espionage elements, you can't really play Romance of the Three Kingdoms without fighting with your neighbors, at least not the way that we play. After creating your armies (and drilling them, and equipping them), you'll be able to take them into the field to do battle with your opponents. There's a predictable rock-paper-scissors approach to combat advantage, but it's historically accurate and seems to encourage players to make use of different troop types, even within the same unit. A wide range of tactics act as sort of superpowers on the battlefield, giving you the chance to change the position of enemy units or sabotage their ability to fight. Still, even with all the subtlety of the system, it really boils down to whoever can get their fastest with the mostest.
The combat animations can be very lively, but the scale of the game means that they can look a bit like groups of colored bowling pins rather than actual soldiers, and the pop-up windows tend to obscure important details when lots of unit groups gather together. On the plus side, the game takes place almost entirely on the game map, so you can issue city development orders, recruit new officers, train and move armies, construct traps and engage enemies all without having to jump around from interface to interface. There's been some simplification and compression to accommodate all this, which means some of the menu items are in strange categories, but it all works once you get used to it. There are other elements to the game.
The dueling system pits your officers against each other in a visually dynamic battle that has you trading moves against each other. It's a colorful and cinematic change of pace from the regular game map. The debates aren't quite as compelling, visually speaking, but the unique cardgame style gameplay is actually an enjoyable alternative to the fighting. The game's painted visual style is really quite beautiful and helps to preserve the mood of the game. The strong lines and subtle colors might not be everyone's cup of green tea, but it works wonderfully here.
The seasonal changes also make for a nice contrast and help to show the passage of time in an otherwise static style of visual presentation. The various assets on the map are generally easy to read, but the units are a bit too simplified for our tastes.
The dueling sequences really throw a bit of life and animation into the game but the debate scenes are like, well, like watching people debate. The Verdict The considerable investment of time and focus it takes to begin to enjoy Romance of the Three Kingdoms XI is probably enough to turn off most gamers. Having been spoon-fed our entertainment for so long, it's a bit jarring to come up against a title that not only doesn't apologize for its endlessly meticulous details, but actually celebrates them. By itself, that's not necessarily something to criticize, but it does mean that most gamers aren't willing (or even equipped in some cases) to climb the steep learning curve required to unlock the actual fun that's waiting beneath. Unfortunately, even for those few who manage to reach a level of understanding and proficiency, the game's slow pace means the rewards won't come often enough to encourage them to keep playing for long.
7.5 Presentation A thrilling and neglected era of warfare with loads of details. Unfortunately, there's just too much going on and not enough happening. 7.5 Graphics Beautiful landscapes with subtle colors and seasonal changes. The map assets are legible but not terribly impressive.
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7 Sound Great martial soundtrack that keeps the action high. 6.5 Gameplay Sits firmly between being historically accurate and overly complicated.
The warfare is fun, but the interface is a bit awkward. 7 Lasting Appeal Each scenario takes hours and hours to complete but they may wear out their welcome long before they're finished.