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    Dynasty Warriors 5: Empires

            Dynasty Warriors is a series that’s been symbiotic with the current generation of consoles. The PlayStation2 breathed life into an idea that was capitalised upon by Koei, and refinedElectronic Theatre Image time-and-time-again thanks to a hugely successful series of sales peaks in Japan. In a strange twist, the title was also released in western territories well it’s been continually well received, and garnered many a hardcore fan throughout its numerous updates and spin-offs. The latest of these associated titles is the first to arrive on a Next-Generation console, Dynasty Warriors 5: Empires, and benefits from a simultaneous release with the PlayStation2 version.

            Dynasty Warriors: Empires is a spin-off series that brings with it the addition of a largely strategic pre-Battle element. A Map is divided into several Territories each under control of a different General. Through planning, alliances and invasions, the objective the player is faced with is simply to conquer all of these Territories. As the strategy element is the main addition to the title, it does appear quite forthright with its intentions: Dynasty Warriors is more than a basic Hack-N’-Slash.

            When in control of Territories, each will have their of source of revenue and command structure for your personal use. After each Battle (or skipped Battle) the funding collected from all Territories under your command will be collated for your use, this coupled with your available amount or Orders – again, increasing as more Territories come under your control – dictate just what may be possible. A wide variety or Orders is available, allowing searches for more Generals for your army, Item Production, Upgrade or Development, General Training, Reinforcements, Electronic Theatre Image Territory Defence improvements, Strategies for use mid-Battle and even some free tasks which may increase your funds. Selecting the right commands at the right time is imperative to your campaign as, should you not be inclined to form alliances with rival Generals, any Territories which denote access from a rival’s will be open to attack.

            Many of the Orders available will offer themselves as a simple basic requirement – replenishing a General’s Troops after a hard-fought Battle is essential, as will be producing certain items in order to convince new Generals to join forces with you – but others will automatically become a simple decision of game play preference; Strategies such as Poison Enemy (which, when used in Battle, cuts the enemies forces by almost half) and Neutral Start (selected prior to Battle, and creates a Battlefield with only one base for each attacking and defending Generals, with the rest remaining Neutral) are common choices when Invading an enemy Territory, whereas Defending may often call for Strategy choices such as Shorten Time (cut five minutes from the A.I. time to capture your Main Camp) and Force March (allows player’s Troops to move at a quicker pace) may be used in order to halt the enemy before they cause too much trouble.

            The ability to enter a Battle on horseback or atop an elephant has not been forgotten, and the Items List is now quite extensive. They must now be produced in the pre-Battle phase, using one of your Orders, then assigned to your General on the Battle Set-Up Screen, at the same time as selecting the correct Strategies you wish to use. The combat is as affluent as ever and, while no tangibleElectronic Theatre Image difference is on offer with the step into the Next-Generation – as with the likes of Tony Hawk’s American Wasteland and FarCry Instincts: Predator – the combat does still feel weighted and stylised. Each of the two hundred and fifty Generals of which you can take command feels unique and, while many may be sharing animation cycles, no two will be one hundred percent identical. Basic strikes are performed with the X Button, while Charge-Attacks are executed with the Y Button. When your Musou Meter fills, you may perform a Mosou Attack; extending the length of the attack in-conjunction with the amount of time the B Button is depressed, will result in more of your Musou Meter shall be used.

            Graphically, there is very little to set the title apart from it’s PlayStation2 sister-release. A small amount of improvement with the Draw-Distance and a few more Troops on-screen isn’t the most heart-warming of updates. However, what little gloss has been added does place the title a touch above X-Men III: The Official Game and it’s peers, but falls far short of the likes of Full Auto and Dead Or Alive 4. The sound quality is respectable, but again, little has changed from the PlayStation2 release.

            Dynasty Warriors 5: Empires is a concept that, despite not having evolved perhaps as much as would be hoped by aficionados of the series, has great worth. The combat is more than reliable and the strategy element is a light relief from the frantic assaults on the X, Y and B Buttons – often to the point where the player becomes more involved in building their organisation than conquering the land. Dynasty Warriors 5: Empires offers a tangible sense of back-to-basics fun, and on the open-market of the Xbox360 release schedule, it’s a breath of fresh-air. Electronic Theatre ImageElectronic Theatre Image

 

 

 

 

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Kev J.                                                                                                                                         Reviews Score Table Interpretation.

18/06/06

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Each of these articles has been written either independently of Electronic Theatre or by an external viewer. The opinions discussed in these articles in no way reflects the opinions of Electronic Theatre.

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