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It's the only rtk where the combat AI is not a pushover because it is automated.
my personal picks are 9 , 13 , 5.
9 is simple but addictive.(however the interface doesn't age well)
It is the best example of less is more.
All units are assumed to be mixed units, thanks to the lack of unit type ( screw rock paper scissors logic)
No building system, simple economic system. (What is the point of total war style building system? click fest? like all the mobile games? less is more, plz leave click fest system to mobile gaming )
No micromanagement in battle, so you focus on the big picture.
13 has improved the bureaucracy system, less micromanagement in economic development and officer reliance (in the past, you can usually concentrate all officers in one city to boost the development.)
This bureaucracy system is especially good if you play as lord, I don't play officer in 13.
However the combat sucks.
5 is mostly about nostalgic. It is a good all around old ROTK.
The problem of 11 is economy development are repetitive and micro intensive (click fest)
It is there just to make people who demand to build stuff happy but to annoy anyone who hate click fest. I like to build stuff in other games which has at least some level of complexity. but 11 is just simple boring click fest.
7 and 8 too much magic.
10 ranged units too OP, the officer play itself is mediocre, better than 7 & 8 but not much else to say about it.
12 too much RTS.
If 14 goes the direction of 9 then it might surpass 9 to be my top pick of ROTK.
13 would indeed be very very good if combat is more balanced like 9. Too bad combat is too unbalanced with too many broken mechanics and AI too easy to exploit. There's indeed a lot of improvements in 13 outside of combat itself.
Why did you think that's a mocking answer?
I never played 9 either but I actually believe in you saying that 9 was the best in the series.
I played 4,7,8,11, and 13 by the way...
A bad koei historical sim for me is like a 7/10 in a relative scale of all games in general. I still clocked at least 30 hours in each of these that I've played. I think this is why Koei can afford to treat their consumers terribly... they'll still buy the next title regardless because the craving can't be fully satisfied with other strategy games. None of these are close to perfect, they always do things better in one area and worse in some other area in every single sequel, it really is infuriating.
XI was barebones and repetitive too(finish one scenario and you've finished them all), but at least it focused entirely on the strategy aspect, whereas IX was a worse VIII, without officer play and without proper management(in a strategy game... hello?)
There's a good reason why X abandoned pretty much all of IX's shenanigans again.
VIII, X, XI are peak. XII was a disaster that literally nobody liked.
XIII could've been the perfect one, merging all the styles together. If only it was properly balanced, hadn't removed basic stuff and wouldn't be as buggy and non-functional as it is...
DW9 and ROTK XIII: both the "ambitious ideas but terrible execution" children of their franchises.
But lets be honest here, no ROTK is above 7/10 objectively anyway. Much like musou, they're kinda special which is why we play them, but they're not particularly good.