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Interview: Romance of the Three Kingdoms 8 REMAKE Producer Kazuhiro Echigoya




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LinkTSwordmaster



Joined: 23 Dec 2005
Posts: 561
Location: PA / USA
PostPosted: Wed Nov 20, 2024 2:43 pm Reply with quote
Rather than remakes and such for the future, I'd honestly just be happy if they put Iron Triangle with PUK and RoTK XI with PUK in full English on PC, they were originally on PS2 in English.

A lot of feedback I'm seeing from RoTK 8:RE is that newer players will probably be able to ease in and learn about the series pretty well with it, but longtime players are going to notice the co-op multiplayer got removed and the game seems to be having issues with Ai difficulty not performing as logically as expected. With some fixing up, it looks like it will be a solid title, but I'm personally waiting to pop a cheque after any sort of expac announcement or otherwise.

I'd be interested to hear other players' opinions on my next statement:

I feel like after Ascension and RoTK XIII F&S, the devs cant seem to uniformly decide whether or not they want a deep, full-detail simulation/strategy game or if they want a mobile-leaning visual novel with candied buttons/icons to appeal to a broader audience.

See, I come from a family that always had a Micro Prose simulation game up on our MS DOS system, Civilization, Transportation Tycoon-sort of stuff running, and yet I entered the Nobunaga's Ambition & RoTK series because Dynasty Warriors 7: Empires is probably the closest the series has been to perfect in regards to marrying action-game combat and strategy/simulation kingdom building.

If you look up Nobunaga's Ambition: Taishi, that's what I'm talking about when things look too mobile-leaning. I want to avoid a game that looks like Taishi. What I'm chasing is that feeling that DW7:E gives me, and Ascension and RoTK XIII F&S does a really good job of that (sans the action-game parts, obviously). In my mind, the only way to top Ascension and RoTK XIII F&S is to make a new game that baseline includes everything those two have already, and then add more detailed simulation elements, missing officers, multiplayer, story scenes, etc. Even if it makes the game more complicated or obtuse at first - I don't mind slowing down to learn the new stuff. I also understand that from a metrics/sales perspective though, that a game company is going to be worried that sort of approach may turn away the potential for newer players to try it out.
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