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Dynasty Warriors 5: Empires

Mar 21, 2006

Old soldiers -- especially ones from ancient China -- don't die, they just keep reappearing in Dynasty Warriors sequels. And their ancient Chinese secret is one of video games' most poorly kept: one button, pressed ad nauseam, can be used to kill a multitude of foes. Add a second button to the mix for special attacks, and it might just be possible for one man to win a video game war against hundred of foes.

A button-masher supreme, the third-person perspective Dynasty Warriors 5: Empires delights in filling the screen with hundreds of enemy footsoldiers, officers, archers, magicians, horsemen, and heroes. Battles are fought on large maps with multiple objectives to be held and conquered and the experience is enormously frenzied to the point of chaos.

Troops rush about madly, assaulting positions, defending against invasions, and fleeing from overwhelming assault. For their part, players will only see a tiny part of every battle, but Empires does an excellent -- if not excessively thorough -- job of keeping a steady stream of updates sent both via text on the game screen and audio sound bites bleated by friendly and hostile forces. A pounding, guitar-fueled series of rock beats serves to heighten the tension, but is the proverbial hat on a full-grown mountain ape -- out of place by far.

Pick an adjective -- cathartic, intense, frustrating, exhilarating -- and it describes Empires' combat. Although players ride in to battle controlling one general, they're accompanied by friendly forces who, well, pretty much do their own thing during the fights. They'll aid in attacks, provide support, and defend supply bases, but can't be controlled and subsequently, counted on. This means players are oftentimes an army of one. It's problematic in that it leads to a lot of 50-on-one, but this isn't as daunting as it sounds. Given a warrior's ability to kick ass by hammering on one button, most potential massacres can be avoided.

The game never fails to present a huge swarm of enemies. Foes will surround a hero, attempting to strike at his flanks. It's at once joy to the world when a hero can rush in amid the snakes and tear their collective heart out with a series of sword, spear, hammer, what-have-you strikes before unleashing a powerful multi-hit, "musou" attack to send a large group of enemies flying in all directions. In this way, one guy can whack, say, 30 and have a great time in the process.

Sure, Empires' brawling isn't video games' equivalent of brain surgery. Heck, it's not even video games' equivalent of mopping the floors after a particularly gruesome brain surgery. It's the game design philosophy of KISS (Keep it simple, stupid) at its most well developed; players can execute special combination attacks, but using them is like wearing a tuxedo to the zoo in an attempt to win the penguins' favor.

The game's brains, and it has plenty of them, are reserved for the tactical and strategic aspects in its Empire mode. Here, players choose a ruler from Chinese history and attempt to carve out a civilization one territory at a time. Play consists of turn-based empire building bits and then good old-fashioned real-time combat, with the ultimate goal being to eliminate all foes and seize their lands.

Generals and lieutenants oversee conquered properties. Lands under the players jurisdiction can be taxed, their defenses heightened, and searched to find new officers to join the ranks. Alliances, both short- and long-term, can be forged to allow two Empires to work in conjunction with one another, even to the point where the player will be called upon to participate in someone else's attempt to seize an enemy's land.

Role-playing elements allow a hero to grow in strength and endurance, and collect special items to augment both his weaponry and his armies. Trade can be undertaken with foreign lands to acquire goodies. Special military forces, such as bandits, sorcerers, beastmasters, and wood oxen, can be tapped to fight in battles. Reinforcements can be summoned up and politics employed to coerce and cajole opposing land owners.

Because Empires becomes menu-heavy in its presentation during the turn-based bits, offering options for forces, areas, policies, officers, weapons, etc., Empire mode isn't immediately accessible. Conquer the learning curve, though, and the rest is some delicious gravy.

This war is won in great swipes. Empires provides equal portions of action and strategy, and dishes out an adventure that will gleefully eat up huge chunks of players' time. In doing so, it proves itself to be a fine addition to the Dynasty. And the killing is, as always, right fine.

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