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Real Time Conflict: Shogun Empires

Prepare for a game that defies all expectations, though not necessarily in a good way

Once in a while these Napoleonic skirmishes are interrupted by action-oriented mini-games, such as "move the cursor over an enemy archer, then move it over another enemy archer" and "press the L button really fast." If you mash the buttons with skill and righteousness the territory will be won, and Kenshin (seriously, choose Kenshin) moves one step closer to Japanese domination.
Round finished, it's time to watch the computer-controlled brother (hopefully not Kenshin) take his turn shuffling around the map, likely losing territories as much as winning them. While undeniably comic, this may seem boring, but it does provide a quiet interlude to ponder things like, "Wait, you mean there's no resource management whatsoever, and my troops are magically replenished each battle?", "Did the game just crash on me, again?", and, "Why do battles have only three unit types and two lousy commands?" (The answers are "yes," "most likely," and "because this is Real Time Conflict.")
 
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Real Time Conflict: Shogun Empires
Real Time Conflict: Shogun Empires

Genre: Strategy
Release date: Nov 21, 2005
Published by: Namco Bandai
Developed by: Box Clever Interactive
Multiplayer Modes:
Offline
2 player VS
1 NO VALUE
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