Which romance of the three kingdoms is best




















The sixth installment of the franchise, titled Romance of the Three Kingdoms VI: Awakening of the Dragon , found its way to release on the Dreamcast and other consoles when it was first released in and in different markets. The game features a Power-up kit, which features a new tactical simulation mode consisting of historical battles. It also added events, three new scenarios, five new short scenarios, Duel mode, and a more advanced log and editor.

The game was relatively received by critics and fans, though it isn't considered one of the best games in the franchise. Still, there are plenty of people who still enjoy playing it despite being more than 20 years old. The game dropped on the PlayStation 4 and on Microsoft Windows to rave reviews by fans of the franchise.

Famitsu magazine gave the game a 34 out of 40, which is incredibly high for the publication. Other outlets had mixed reviews, most of which centered around the slow pacing of the battles and the English localization. Despite this, more than 20, copies were sold in Japan within only a few days after its release. As you might expect, the game's graphics and sound have been significantly improved upon compared to its predecessors, as it was the first title to be released for the PS4 without also being released on the PS3.

Initially, the game was not released in English, like its predecessor, but that ended up changing. To mark the series's 30th anniversary, a localized version was released for the PlayStation 4 and PC in The following year, an English language version made its way onto the Xbox One. It holds an aggregated score of 36 out of 40 from Famitsu magazine, which is the highest rating for any game in the series.

The original game that started the franchise, Romance of the Three Kingdoms , was first released in for the PC The game established many of the norms that have gone into subsequent turn-based strategy games. It was positively received across the board, and it must have been good, or it wouldn't have led to the creation of 13 sequels and counting. While the graphics and interface are incredibly dated by 21st century standards, the game holds up to the test of time.

It can be played on mobile or through abandonware websites, so it's still out there, and people are playing it. If you're a fan of the franchise and want to see where it all began, check it out. Romance of the Three Kingdoms V was more appropriately titled Sangokushi V , as it wasn't released in English when it first came out.

Koei did plan on releasing an English language version of the game, but before that could happen, the USA division sold the Traditional Chinese version without gameplay support. The 5th game was released in , but it wouldn't be until the release of Romance of the Three Kingdoms XI that another English language version of the franchise would make its way to the western market. This title included only four new scenarios in its Power-up kit and was otherwise very similar to the fourth title in the series.

The 12th game to be released in the Romance of the Three Kingdoms franchise came out for the various platforms and computer operating systems back in , though it wasn't released to the North American or other western markets. It was only translated into Japanese and Traditional Chinese, so anyone desiring to play the game in English will need to bone up on their linguistic skills.

Unfortunately, the game is one of the lowest-rated titles in the franchise. It received a great deal of criticism over the lack of naval warfare, a lack of unit types, and the title's overall gameplay.

This is an improvement over the older iterations, which basically amounted to giving your followers gold as gifts to increase their loyalty. The individual characters can also gain experience points by their actions in attributes like leadership, war, and intelligence, adding a RPG element to the gameplay.

Koei has added the ability to build facilities like a tavern and brewery which reminded me of Civilization as well as research different techs to improve the city, like a sentiment boost or gate reinforcements. I do wish the individual cities could have done more to differentiate themselves based on their real world locations.

In the books, each city had its own unique characteristics and a fascinating history behind it, explaining, in part, why certain warlords wanted to acquire them.

Incorporating some of those elements and maybe even allowing players to walk within the actual city would have been fascinating.

Actraiser back on the SNES did a great job making you actually care about each of the regions you lorded over. ROTKXIII does have different layouts for each city, but too many times, they become a list of stats that blended into one another with my primary focus turning to the border towns from where I could launch battles. When it comes to warfare, there are some significant changes. In one sense, there is a chaotic authenticity to the experience that makes them more engaging.

You can deploy up to ten units per battlefield and call in reinforcements to assist you. The frenetic battles are like real time xiangqi Chinese chess and include naval battles and siege warfare. The strategic aspect can be overwhelming at first, even with the ability to pause. I sent a few armies to take over an opposing castle, only to face a flood of reinforcements pouring in all at once against me.

It was a tough battle that I lost, until I realized I could use this as a ploy. Rinse and repeat. My biggest disappointment is that the graphics look like they could have been on the PS1 or PS2. While there are portraits of the generals above each army, I wanted to see the stronger warriors actually mow down foot soldiers in battle. A lot of my requests have to do with the fact that with every new iteration, my expectations grow.

There are several Three Kingdoms TV shows and movies, and the battles are some of the most memorable parts with long arrays of soldiers facing off against one another. Instead, I have to admit, at times, it felt like the tactical strategy analog of grinding for experience levels each castle powering up your force. I like to build stuff in other games which has at least some level of complexity. If 14 goes the direction of 9 then it might surpass 9 to be my top pick of ROTK.

Last edited by pylory ; 14 Sep, pm. Originally posted by pylory :. Last edited by BloodyPork ; 16 Sep, am. Saenimaux View Profile View Posts.

Last edited by Saenimaux ; 17 Sep, pm. Originally posted by Adenial :. Last edited by BloodyPork ; 18 Sep, am.

It really depends on personal taste though since some of them play totally different. I played all and 8 is my fav. Last edited by moe ; 29 Sep, pm. Oh, my favorite is still ROTK I hope this one will be close to XI was barebones and repetitive too finish one scenario and you've finished them all , but at least it focused entirely on the strategy aspect, whereas IX was a worse VIII, without officer play and without proper management in a strategy game There's a good reason why X abandoned pretty much all of IX's shenanigans again.

XII was a disaster that literally nobody liked. XIII could've been the perfect one, merging all the styles together. If only it was properly balanced, hadn't removed basic stuff and wouldn't be as buggy and non-functional as it is



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