

What are you decreeing or delegating? Essentially, the game provides you with a number of "policies." These policies are cards that designate actions.

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These count as turns (which take up a full season of an individual year), and on each turn, you can either get advice from your various officers, make a decree all on your own, or delegate what you do on that turn to an officer. The main empires menu is a map of Japan with a variety of options to play with before you can enter a battle. The strategy element comes from what happens when you're not on the battlefield. It's good, then, that there's a bit more to the empires mode overall than just fighting dudes. Nothing of any significance has been done to the combat system to make it more fun than it's been in recent years, and odds are, this system wore out its welcome for you long before this game's arrival. Enemy officers and generals are much better at attacking, but even they can still be easily bested if you just hammer on the same couple of combos again and again. When you choose to invade another's territory, you're dropped onto a rather bland-looking battlefield, complete with some basic-looking bases to capture and tons and tons of same-looking grunt soldiers who are better at standing around and looking dopey than they are at killing anything. The way in which you do this isn't going to be altogether unfamiliar for those who know Koei's Warriors games. To bring glorious unification to Japan, you'll need to force your way into control of every individual fief. In all of these scenarios, various warlords control individual fiefs throughout the land. Some task you with uniting specific regions, whereas others revolve around uniting the entire country under one warlord's banner.
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The twist with Empires is that unlike in Samurai Warriors 2, which just let you pick a specific warrior and play through a lame story mode filled with the aforementioned terrible dialogue and lame combat, here you're presented with a series of scenarios that are all about unifying Japan. Of course, the Koei take on ancient Japan is a lot like its take on ancient China, so historical accuracy exists in only the loosest of senses, and rather many of these warriors and warlords are fully anime-d caricatures that spout a lot of goofy lines and fight with ridiculously large weapons. This is the part of Samurai Warriors 2: Empires that's actually pretty fun.Įmpires once again provides you with a whole myriad of Sengoku-era samurais to play with, as well as a number of historic battles to play through. It doesn't stop the endlessly stupid button mashing from wearing on your nerves after a couple of hours, but it's certainly a much better option than Samurai Warriors 2 was sans the strategy elements. It adds a whole strategy element to the otherwise nursing-home-ready gameplay, which actually makes it kind of fun to play.

If you're a longtime fan of this series, or at least familiar with it, just know that Samurai Warriors 2: Empires does for the Samurai series what the Empires games did for the Dynasty Warriors games. If you're out of the loop as to what this series, or any other of Koei's Warriors games, is about, just stop reading and know that you're not missing a whole heck of a lot. Yep, it's another Samurai Warriors game from Koei. Once again those pesky ancient samurais are up to their usual warring shenanigans, and it's up to you to relive their past battles through a lot of completely boring combat and annoyingly acted cutscenes.
