
They'll win no converts with it - the combat system has only gotten more complex, with the addition of Tactical Chains that let single units unload their entire combat inventory on an enemy unit, like a Death Sale. At the end of the day, the sequel to Dynasty Tactics is vastly improved over its predecessor.


And they cranked up the difficulty something fierce. Of course, different heroes have different stats, some stats are good for some tactics and not others, this effects the price of the abilities, and people who know each other utilize bonus tactics you can't purchase. So instead of earning new combat skills just as you level up, each battle you win earns you experience you can then use to buy tactics. Players familiar with both games will see immediately that the Town gameplay elements from the Romance series, things like visiting different buildings and improving your skills, all of that has not been rolled into the new Dynasty Tactics.

You might remember that the newest Romance of the Three Kingdoms game, also from Koei, had elements I enjoyed but did not entertain me for very long. First of all, the relatively staid World Map of the first game - the screens that are concerned with the movement of armies and recruiting - have received conceptual upgrades that make them a part of the whole experience. No game I have ever played has come anywhere near the level of mental exertion required by the first title, and the sequel adds elements that have profound effects if you are able to integrate them. He came back from EB with copies of Final Fantasy VII and Tactics, and other than a slight altercation at the store he doesn't seem any worse for wear.Īs complete as his conversion seems to be, and I will interrogate him to determine the parameters of this fascination, I think he might be hard pressed to enjoy the new Dynasty Tactics.

I don't know what the hell is happening with him, though it does look like the turn-based strategy RPG thing is now a permanent element of his construction.
