- Publisher: Xicat Interactive
- Release Date: Nov 14, 2001
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I was particularly surprised by the fact that the engine did not slow down, even when there were 600-700 units engaged in battle. The game engine really seems remarkable.
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Sounds simple, and, at first, it seems so, but this game can turn on a dime. What seems like certain victory, or defeat, can be reversed in a second.
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A quite shallow, but still rather fun game of combat that can be quick to play and is enjoyable for a short period of time but just lacks the depth that most commanders of armies would like to see.
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In the end, this game just can't compare to the much better and more complete Shogun. There isn't one thing in this game that comes anywhere near to that game.
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Takeda's strength lies in its handling of the nuances of combat. Leadership, morale, training, tactics, and other factors all come into play.
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The game certainly has potential, but various flaws-bad user interface, poor presentation, fairly weak AI-kept it from truly finding a place in my heart.
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Technical problems shroud the entire experience with the feeling that you've paid to play a beta. And that's unforgivable, good moments or not.
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Computer Gaming WorldThe 2D graphics are slow, jerky, and eye-strainingly tiny. Its almost impossible to distinguish different unit types from each other. [Feb 2002, p.88]
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Just about everything they tried has been tried before and executed much better in "Shogun: Total War."