![]() ![]() ![]() It is suffering from what could best be described as bloated game design and the implementation of content just for the sake of implementing it. Riding through the desert landscape while bandits watch in the distance. Its issues come from what is in-between those two moments and the unnecessary addition of content, though. What it has to offer is the ability to give you a rush of excitement as you annihilate your way through hordes of enemies to fight their commander, and then the political intrigue that could follow from either the victory or loss of that epic battle. The core gameplay has its enjoyable moments, which can easily leave you feeling mixed - as it’s not impossible for someone to look through its unpolished exterior and see what a unique gameplay loop it has to offer. Entering combat to slaughter thousands of the same conscripted peasant, just with different colours to help identify faction association, can get dull.Ĭontrasting the dull and bland visuals is Empires’ gameplay, which delivers both a janky and burdensome mess of interesting mechanics. There’s no issue with the reuse of a character model for a standardl and minor enemy, but when the pool of assets is limited to one model, that can take away greatly from the visual immersion. The longer you play, the more you realise that every non-playable character (playable characters aside) is the same person, with the selection of two different helmets or no helmet at all. However, disappointment returns with the visuals once you go beyond the character selection. Yet, despite the lowv effort being put into the visuals, its 3D character modelling and rigging are worthy of praise, with many of the predesigned playable characters appearing to have received a greater allocation of effort. Its usage of a small selection of modelled entities and a lack of variety with environmental textures, combined with a low render distance (which can’t be altered within the visual settings!), has led to its unappealing visuals and bland environments. Visually, the game is plagued with bland and poorly designed environments. The diverse combination of gameplay elements found within Empires can sound ambitious for a game release that is just a "hack ‘n’ slash." Its attempts at bringing this fusion of genres together are well-received by some fans, but in practice the feedback is, at best, mixed.Įntering combat against a roaming band of thieves.Īnd sadly, not much has changed, with Empires doing little to nothing to address previous criticisms that befell its predecessor. It’s a separately released game which combines elements of an open-world, turn-based JRPG, combat simulation, and turn-based strategy to give you a feeling of immersion and challenge as you conquer mainland China from 184 AD to 228 AD (with add-ons expanding the timeline as far as 263 AD). The unique spin on it comes from their empire's expansion-an expanded release of their current Dynasty Warriors game. To many, Koei Tecmo Studio’s style of hack 'n' slash may sound overly familiar, and you wouldn’t be wrong in saying that. Both aspects contribute to the player getting absorbed into an enjoyable, yet stylised gameplay loop, while also delivering minor elements of customisation and strategy, before launching the player into their match. Its signature styling is known for commonly employing a fast-paced fluid combat design, combined with a unique style of historic Chinese-inspired combat. Being a product of Koei Tecmo, a studio so influential within the hack ‘n' slash genre, a new sub-genre called Musou was invented just to describe its style of production for hack 'n' slash titles. ![]()
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