Showing posts with label Uesugi. Show all posts
Showing posts with label Uesugi. Show all posts

Saturday, September 24, 2011

Storming The Shogun’s Mansion-The SA’s Final Verdict On Paradox’s Sengoku

Now that Paradox and the SA have given everyone a shot at winning a copy of Sengoku, it's time to take a look at the finished product. We wrote a lengthy preview of the game a few weeks ago that detailed many of its features and game mechanics, so you can check that out here. For this review, we'd like to focus instead on how well the game works in recreating the strife and intrigue of the fractured world of 15th-16th century Japan from both an historical and gameplay standpoint. Does the game triumphantly storm into the Shogun’s mansion, or should the heads of the developers be set on pikes on the road to Kyoto?

From a historical standpoint, Sengoku emerges as one of the best sims to date. The setup accurately portrays the situation at the beginning of the Onin War, with over 350 small provinces (called ‘kori’) up for grabs. Clan layouts and holdings are accurate and most of the starting characters are taken straight from history. As with any game of this scale, playability tradeoffs had to be made-for example, the highly localized nature of the main Hosokawa-Yamana conflict in Kyoto was difficult to recreate, but clan affiliations and conflicts are historical. Armies in the game don’t have a plethora of goofy and exotic unit types. Rather, they stick to what was actually used-ashigaru footsoldier units and mounted samurai with their foot retainers (both being supported with archers). Having armies comprised of both levies (raised on a regional basis as needed) and personal retinues (a leader’s personal standing army that follows him around) also resonates with history, allowing a clan to greatly increase the size and utility of their troops as their powerbase, economy, and wealth increase. Ninja are rare, difficult and dangerous to employ, have realistic missions, and supplement rather than unbalance the game mechanics. The influence of foreign powers and Christianity is relegated to its proper timeframe, and the advantage of the gunpowder weapons they introduced is more pronounced than in some other games.

Most of the historical glitches tend to be very minor and bordering on minutiae- for example, the majority of the hairstyles given to female characters come from the later Edo period. Clan flags often have incorrect color schemes, but this actually works better from a gameplay standpoint as it makes factions easier to differentiate (not to mention many of the color schemes have been lost to history). Players can have four wives instead of the one legal wife that would be appropriate (so just assume that the other three are concubines-if it’s Hideyoshi, he should be allowed to have a hundred or more!). And having a ‘Geisha House’ is an anachronism, as Geisha didn’t show their painted faces until the 18th century. It does, however, sound better than ‘Whorehouse’. None of these has any impact on gameplay whatsoever, so they’re largely non-issues. The only serious historical issue we had with Sengoku was its treatment of religion. For most of Japanese history, Buddhism and ‘Shinto’ have coexisted peacefully and hand in hand. Most Buddhist temples have Shinto shrines on their grounds, Shinto deities also have incarnations as Buddhist Bodhisattvas, etc. The game, however, splits them (much as the Meiji government forcibly did in the late 1800’s) and makes a player choose between one or the other for each of their holdings. In an interview with designer Chris King, he told the SA that it was done to highlight the power of the various Buddhist warrior monk groups. We feel that the game would have been better served to have instead split the Buddhist element into different schools (Shingon/Tendai, Jodo Shinshu/Ikko-ikki, and the violent and exclusionist Nichiren school), but this would have brought a new set of problems into play. At any rate, the Shinto/Buddhist split doesn’t seem to be an issue with the playerbase. From an overall historical standpoint, Sengoku is perhaps the most accurate game to date that deals with the samurai era.

The gameplay succeeds every bit as well. Graphics are attractive and there’s a sortable map display for pretty much anything a player might need-by terrain, clan, personal holdings, kuni, diplomacy, relations, factions, and revolt risk. The interface is deep and takes some getting used to-it’s very easy to get lost and have a hard time returning to your start point. Still, any information you might find a use for is readily available. The game plays out in daily turns, but can be sped up or slowed down substantially as needed-most players find it useful to slow down the default speed, as the game moves along smoothly and quickly. Music conveys the mood well and the loading screen artwork is nicely done.

Sengoku is intended as a mid-level Paradox game and is more basic than many of their more complex entries (and more inexpensive), making it a good introduction to the world of serious strategy simulations for new players. It’s also a more straightforward game with a clearly defined goal-take at least 50% of Japan, claim the title of Shogun, and maintain your holdings for 3 years. While things might be overwhelming at first for new players, just playing a few turns of a trial game will have you comfortable with plotting the deaths of enemies and grabbing their territory in no time.

Unlike many games, your character is limited in the amount of territory he can govern-this is called his demense and is usually limited to about five provinces. Trying to govern more than this will outstrip your capacity to effectively govern and result in unrest among the people, leading to potential uprisings. This game mechanic actually works to the player’s advantage-it gives you territory and titles to gift your vassals with, strengthening your relationship with them and reducing the amount of micromanaging. The vassals in turn will develop their lands with buildings, improved castles, and guilds at no cost to yourself. Economics and province development also tend to be very basic, limited to assigning your court ministers to develop buildings that add to an area’s tax base and allow for larger retinues, strengthen castles, or establish guilds that add specific benefits. Again, this is a welcome break from number crunching and micromanaging, allowing players to concentrate on the character interaction that determines the course of the game.

The core of the gameplay is the vassal and diplomacy system. As with all the best games, it’s easy to learn but very difficult to master. Keeping an eye on potential enemies means keeping an eye on EVERYONE-even your most trusted retainers. You can’t win the game without military conquests, but that takes a substantial amount of income, honor, and time invested in plotting. However, plotting and declarations of war can result in a large loss of honor, which in turn leads to your vassals having a lower opinion of you. It’s a constant juggling act between working on keeping your power base secure and expansion. Adding to this is the need to ensure that you have produced a suitable heir (or optimally several of them) and that he’ll have the backing necessary to take command of the clan upon your character’s demise. Marry early and often, and do the same with your heirs! It’s an often overlooked aspect that can kill off a promising game in a hurry. It’s also very easy to end up intermarrying and weakening the genetic pool of your family if you’re not careful. This will result in congenital birth defects that drive down the stats of your characters, making things even harder.

And while your vassals might be happy, your people may not, leading to rebellions that can disrupt the best laid plans. If you’re really unlucky, you might even be the target of a massive Ikko-ikki uprising that could take years or even decades to eradicate. The warlords of Sengoku Japan had a multitude of threats and problems facing them, and the game pretty much throws them all in your path. If something can go wrong-expect it to do so. Never get complacent. Never stop watching your neighbors or vassals. Even the most powerful positions are only a Honno-ji away from failing miserably. And then there’s that damn foreign religion and their powerful weapons lurking in the future…

Developing plots can range from conspiring from within to overthrow a clan leader or working with neighboring clans to attack a common enemy. Plots can take years to come to fruition, and there’s always the danger of being discovered. They’re the most challenging aspect of gameplay to master, but essential to success (especially when playing as a kokujin or daimyo as opposed to a clan leader).

Military matters are handled in a pretty straightforward way that doesn’t involve trickery, battlefield genius (no real-time battles here), or involved use of terrain. Usually the side that has “the fustest and mostest” is going to come out on top. It’s more important for players to weigh the benefits of raising a levy and sending it off to attack or holding it back for defense in the event of a siege. Wise use of the standing retinue army combined with sticking to areas with advantageous terrain (and hoping the game chooses to use them during a battle) and using ‘chokepoint provinces’ (which will be available after the upcoming patch) can help out as well. The mix of units can also be important-samurai mounted horseman are more powerful than ashigaru, but are worthless when directly assaulting a castle. And again, keeping relations strong with your vassals is important as they’re far more likely to come to your aid with their retinue (which you don’t directly control) if your bonds are tight.

Early player complaints have been of the minor variety with a common issue being a lack of scripted events to add flavor to the proceedings (something which Paradox is working on for the next patch). The lack of attention given by the game to important diplomatic messages and other vital notices is also a shortcoming that’s been addressed. Still, the game is largely bug-free and seems to work well on most computers. We haven’t taken the opportunity to explore the multiplayer mode, but if you (and up to 31 friends!) would like to give it a try, it opens up a whole new human element. Find out who’s a real friend and who’s a treacherous self-serving bastard as you make and break alliances to combat the AI! You can do this either with a LAN setup, directly through the internet, or facilitated by Paradox’s ‘matchmaking’ metaserver. If the game is eventually released in Japanese language, we’ll be setting it up for a LAN campaign for our father-in-law’s samurai re-enactment group, but we’d be interested in hearing how someone’s multiplayer campaign has went.

Game balance is largely up to the player. There are five difficulty settings ranging from Very Easy to Very Hard. Each playable character is also rated for difficulty based on their holdings, troops, and starting position. Obviously, it’s going to be easier to win with a large clan with few or no enemies that’s in a strong starting position (such as being tucked away in a corner of Japan or on an island). It’s much more difficult to rise from a lowly kokujin, establish your own clan or overthrow the original one, and conquer Japan. Still, we managed to take the Chiba to the top of the rice pile and win the game even though they were a kokujin and faced with being at war with the powerful Uesugi clan. Yeah, it took a few restarts, some amazing luck in the early game with the Uesugi being fractured by internal conflicts, and some daring diplomacy. If you’re going to play as a kokujin, you’ll have to be very familiar with the game system and how plots work, and be VERY lucky. But it can be done!

One of Sengoku's strongest points is that like most Paradox games, it's a work in progress. The development team has been keeping close tabs on player reactions, likes, and dislikes. Many of these suggestions (like extending the short lifespan of characters and not wiping out unfinished construction products done by characters that die) have been incorporated into an upcoming patch which will also address the few bugs that made it into the finished game. Since the game is put together with mods in mind, the player community has wasted no time in putting together a number of interesting mods that are available to anyone who registers their game on the Sengoku forum at Paradox Interactive. Already available are mods that add building options, split some of the powerful clans into branch families, add education events, make mountain ranges truly impassable, and a fantasy scenario extending into the 1800's that shatters Japan into a state where each of its kori is independent. Perhaps the most impressive mod is '1551', where a classic 'Nobunaga no Yabou' type scenario complete with historical daimyo is set up for those who enjoy playing out the late Sengoku. Basic modding can be done by even inexperienced players, with more advanced concepts being not much harder. Without much effort we were able to change the Chiba's battle flag to its historical colors, change some character names to historical names, and boost a few stats. Between the continuing efforts of the development team and the player base, the possibilities for Sengoku are limited only by the imagination.

From both an historical and gameplay standpoint, Sengoku is an unqualified success. Players will come away with a better understanding of why things played out as they did, and an appreciation for just how difficult it was for the warlords of the era to create stability from chaos. Unlike most games where a powerful military can simply steamroll the competition, diplomacy-both internal and external-is every bit as important as martial might, and usually more so. The balancing act of rewarding one’s own vassals, watching them like hawks for treachery, developing holdings, plotting with other leaders, and conducting military campaigns means that even a strong late game position can collapse in the blink of an eye. It also means that there is always hope for those in a weak position if they excel at intrigue and keep their eyes and ears open. The option to play as a lowly kokujin holding a single kori to a powerful clan leader with dozens of vassals and provinces introduces extra levels of difficulty. From start to finish it’s an effort that faithfully reflects the Warring States era of Japan, challenging the player without having to resort to artificial stat boosts for the enemy. It belongs on the shelf of any gamer with an interest in Japanese history, and for strategy gamers in general. The game seems to be doing well, so hopefully we can look forward to expansions and other content in the future. Sengoku storms the Shogun’s mansion and establishes itself as the premier samurai strategy game for some time to come. It's available as a digital download through Amazon and many other outlets.

Saturday, September 17, 2011

Winners Of The Paradox/Samurai Archives "Sengoku" Onin War Trivia Contest

The entries for the Paradox/Samurai Archives "Sengoku" Onin War Trivia Contest have been collected, graded, and the winners drawn. First, here are the correct answers:

The Onin War Trivia Quiz

1) Which of the following two families were the primary combatants in the Onin War?

B) The Hosokawa and Yamana

2) Which family was traditionally given the post of Kanto Kanrei (Shogunal Deputy in Eastern Japan)?

A) The Uesugi

3) Which location served as the main battleground of the Onin War?

D) Miyako (Kyoto)

4) What does the "Onin" in "Onin War" mean?

A) it was the name of the Japanese era (nengo) that the war started in

5) Which of the following buildings was constructed by Shogun Ashikaga Yoshimasa after the war, further depleting the Shogunate's treasury and showing how out of touch the Shogun had become?

B) Ginkakuji (The Silver Pavilion)

77% of the entries received had all five answers correct. The most frequently missed question was #2, as some answers confused the Shikken (regents) of the Kamakura Hojo with the later office of Kanto Kanrei (an office that came into existence later under the Ashikaga).

The winners of a digital copy of Sengoku are Christian T. from The Phillipines, Ashley S. from USA, Ian W. from USA, James C. from England, and Christian R. from The Netherlands.

The winners of a digital copy of Europa Universalis III Chronicles are Robert M. from USA, Michal Z. from Poland/Czech Republic, Bruno P. from Portugal, Gonçalo P. from Portugal, and Jon L. from USA.

All winners have been sent their codes via email along with instructions on how to redeem them. If you haven't received the email within 24 hours of this post, please contact us at randyschadelATsamurai-archives.com (replacing AT with @). Thanks to all who took the time and effort to enter, our friends at Paradox for supplying the great prizes, and a special thanks to Boel and Daniela at Paradox! If you're still without a copy of this great game, consider picking it up from any of these outlets.

Watch for the SA's review of the finished game within the next couple of days.

Tuesday, September 06, 2011

The Paradox/Samurai Archives “Sengoku” Onin War Trivia Contest

Thanks to our friends at Paradox Interactive, the Samurai Archives will be giving away five copies of their upcoming release “Sengoku” as well as five copies of “Europa Universalis III: Chronicles” (which includes the “Divine Wind” expansion for Japan).

“Sengoku”, of course, is the innovative game set in the warring states period of Japanese history (the Sengoku Jidai-roughly 1467-1603) that emphasizes character interaction, diplomacy, and political skill every bit as much as combat. This exciting new simulation promises to deliver a gaming experience never before seen in Japanese history strategy games. We’ve covered it here and here on the Shogun-ki, but here’s Paradox’s capsule summary:

“Wash blood with blood” – ancient Japanese proverb
Rise to power in Feudal Japan with your Samurai family in the epic Grand Strategy Sengoku
In this deep character driven strategy game, you play as the head of an illustrious Samurai family.

Description

The year is 1467 and civil war has broken out. The authority of the Ashikaga Shoguns has collapsed and it is every man for himself in the provinces. Honor and duty vie with survival in the delicate dance of power, conquest and betrayal as you attempt to unite the land of the Rising Sun through a combination of deal-making with foreign powers, sending your powerful samurai armies into battle against your enemies, and unleashing shadowy Ninja clans under the cover of darkness to assassinate your rivals!

Features

Control a noble family in Feudal Japan

Rise in influence and power within your clan and go on to claim the ultimate prize

Conquer and grow while rewarding your most valued retainers in your bid to become Shogun

Detailed historical map of Japan during the warring states period

Make deals with external powers, including the Portuguese and the Dutch

Employ the aid of powerful Ninja clans when your Samurai armies are not enough




“Europa Universalis III: Chronicles” is the classic game that allows you to assume control of virtually any nation at any point in time from 1399-1820. “Chronicles” includes the “Divine Wind” expansion that expands the role of Japan and China within the game. We’ve also covered it here, but Paradox’s capsule for “Divine Wind” follows:

At the demand of the devout fanbase, this is the 4th expansion of the classic historical strategy game Europa Universalis III. Enhancing every aspect of the game to create an even deeper and more rewarding experience.

Features

New graphical style, with detailed and beautiful map, including lots of new provinces.

Play as any of the four major daimyo’s in Japan and vie for influence over the Emperor and control over the Shogunate.

Enhanced diplomacy, with more options for alliances and peace negotiation

Dozens of new culture-specific types of buildings, where you have greater control over the development of your provinces.

More realistic development of trade, with control over strategic resources giving bonuses.

Manage the internal factions in China to keep the Mandate of Heaven.

Over 50 Achievements for players to unlock.



So-what do you need to do to win? Well, since the SA is above all a history site, we thought an easy quiz dealing with the Onin War (the war that kicked off the Sengoku Jidai) would be an appropriate way to award the prizes. All you need to do is send in your answers to the following five simple questions, the answers to which can all be easily found online:


The Onin War Trivia Quiz


1) Which of the following two families were the primary combatants in the Onin War?

A) The Taira and Minamoto

B) The Hosokawa and Yamana

C) The Tokugawa and Toyotomi

D) The Northern Imperial Court and Southern Imperial Court


2) Which family was traditionally given the post of Kanto Kanrei (Shogunal Deputy in Eastern Japan)?

A) The Uesugi

B) The Go-Hojo (later Hojo, as opposed to the Kamakura Hojo)

C) The Ouchi

D) The Chiba


3) Which location served as the main battleground of the Onin War?

A) Edo

B) Osaka Castle

C) Minatogawa

D) Miyako (Kyoto)


4) What does the "Onin" in "Onin War" mean?

A) it was the name of the Japanese era (nengo) that the war started in

B) it was the name of the temple that was burnt down in an incident that instigated the war

C) it was the name of the retired Emperor

D) it was a Shogunal title


5) Which of the following buildings was constructed by Shogun Ashikaga Yoshimasa after the war, further depleting the Shogunate's treasury and showing how out of touch the Shogun had become?

A) Kinkakuji (The Golden Pavilion)

B) Ginkakuji (The Silver Pavilion)

C) Higashi Honganji (Eastern Temple of the Original Vow)

D) Nishi Honganji (Western Temple of the Original Vow)



Paradox/Samurai Archives "Sengoku" Onin War Trivia Contest Official Rules

1) To enter, send an email with your answers to the quiz along with your
first name and country of origin to randyschadelATsamurai-archives.com
(replacing the AT with @ )

2) The contest is open to everyone-you don't need to be an SA member to
win. But if you like the game, you'll love the SA, so register anyway ;)

3) Only one entry per email address/IP Address. Multiple submissions from
either will result in all being disqualified. The idea here is obviously
one entry per person, but over the net it'd be almost impossible to
enforce. But since we're all honorable samurai who follow the tenets of
Bushido, that shouldn't be a problem, right?

4) Prizes will be drawn from the pool of correct entries. The first five
names drawn will receive a digital copy of Paradox's new "Sengoku" PC
Game, and the next five names will receive a digital copy of Paradox's
"Europa Universalis III Chronicles" PC Game. Odds of winning depend on the
number of correct entries submitted. In the (highly) unlikely event ten
correct entries are not received, remaining prizes will be awarded in a
random drawing from the remaining entries.

5) The contest will be open until 12:01 AM on Saturday, September 17th (as
determined by United States Eastern Standard Time). All entries received
after then will be void. Winners will be announced sometime on Saturday,
September 17th on the Paradox Interactive Forum, The SA's Japanese
Entertainment Forum, and right here.

6) Winners will be notified by email and given their code along with
instructions on how to redeem it.

7) To redeem your prize, you'll need:

A) A computer capable of running the games along with an internet
connection. Here are the specs for running Sengoku:

System requirements

Operating system: XP/Vista/Windows7

Processor: Intel® Pentium® IV 2.4 GHz or AMD 3500+

Memory: 2 Gb RAM

Hard disk space: 2 GB Available HDD Space

Video: NVIDIA® GeForce 8800 or ATI Radeon® X1900

Resolution at least: 1024*768

Sound: Direct X-compatible sound card

DirectX®: DirectX 9

Controller support: 3-button mouse, keyboard and speakers

Special multiplayer requirements: Internet Connection for multiplayer


B) You'll also need a Gamersgate Account. If you don't have an account,
just go to gamersgate.com and register-it's free and the site is great.

C) Substitute codes will not be issued under any circumstances. There will will no substitution of prizes.

8) All decisions of the kami-like judges (that being Tatsunoshi of the SA
and his lovely wife Ayame, who will be drawing the names) are final.



Again, thanks to our friends at Paradox Interactive for providing the
prizes! Special thanks to Boel Bermann, Daniela Sjunnesson, and Susana Meza Graham of the Paradox PR Department.

You can learn more about Sengoku at:

Sengoku Game Website
Sengoku Game Facebook
Sengoku Game Twitter
Paradox Forums

And preorder it at Gamersgate.com .

Saturday, July 23, 2011

On Top Of The Rice Pile-Paradox's Sengoku Preview

We were recently afforded the opportunity to play a preview edition of Paradox Interactive's upcoming computer game of the "Age of the Warring States" in 15th and 16th Century Japan-"Sengoku". As this is a preview of an unfinished version (bugs were still being ironed out and play balance adjusted to make things ready for the game's Q3/2011 release), we're going to largely refrain from pro-or critical-commentary and concentrate instead on what you can expect to see when you click 'Start'.

Like most Paradox games, players might find things somewhat intimidating at first and be at a loss where to start. After all, there are over 350 areas of Japan to conquer-and almost as many possible characters to start out with. However, once you've assigned the councilor positions in your court, given them tasks, and raised your first army and sent it off to battle, it's easy to settle in to the proceedings. There are tips given for first time players when accessing different functions and screens to help you along. The object-to control 50% of Japan, declare yourself Shogun, and then hold that title for three years against an onslaught of enemies. The game runs continuously in daily turns, but like 'Europa Universalis' can be greatly sped up, slowed down, or paused as the player chooses. The preview edition contained two choices-both starting on May 26, 1467 (dates are given in the Western calendar rather than the Japanese lunar calendar). Choose from the Onin War (so named for the Japanese era in which it began) or the Kanto War (taking place in eastern Japan). Since the Kanto War not only featured the strongest clan in the game from a military standpoint (the Uesugi, the Shogunate Deputy in the east or "Kanto Kanrei") but also the fearless warriors of the Chiba, we decided to give it a go.


We started out as the Uesugi. The basic area of the game is the 'kori'-the 350 or so individual provinces of Japan that make up 'kuni'. Kuni are the traditional provinces of Japan readers might be familiar with from other games-Satsuma, Shimosa, Owari, Mino, and Mikawa, for example. In game terms, characters who only have 'kori' titles are termed 'kokujin' and usually owe their allegiance to their daimyo (who control one or more 'kuni'). Especially early in the game, daimyo roughly correspond to the samurai who held 'shugo' positions (governor of a kuni). The daimyo, in turn, owes his fealty to the clan leader. Clan leaders aren't what you would expect from the name-rather, they're the leaders of several allied families, not all of whom will carry the same family name. In game terms, Oda Nobunaga would be a clan leader, with the Akechi, Hashiba, Niwa, Shibata, Maeda, et al being considered part of his 'clan'.

The Kanto War was fought between the Uesugi and elements of the Ashikaga Shogunate on the one hand with their opponents being rogue elements of the Ashikaga and their allies in the Chiba (some of whom ended up fighting alongside the Uesugi). We chose to play as the Uesugi clan leader...even though he turned out to be a minor with a regent running the show for him. The Uesugi start out with an enormous military advantage, and it took only three years or so of game time to leisurely wipe out the opposition with minimal losses. The focus here was mainly on raising and deploying troops. Armies can be raised from local levies from each kori, or from retinues that are loyal to a specific leader and follow him around the map. There are only two basic troop types in the game-Ashigaru/jizamurai and mounted samurai with their foot retainers (infantry and cavalry, respectively, both with built in bowmen). Later in the game (after the arrival of the Portuguese) ashigaru can be outfitted with gunpowder weapons. This is historically accurate, since it wasn't until late in the Sengoku that daimyo began to group units by weapon type-and even then, a mounted horseman would have foot retainers running alongside them (no all-horse cavalry in Japanese warfare) and spearmen would have archers providing covering fire for them (as would arqubusiers). There weren't units of 'Kisho Ninja' or 'Naginata Warrior Monks' running around. Battles are fought and resolved automatically when opposing armies are in the same kori in a 'battle window'. Battle continues day by day until the morale of one side breaks or they're eliminated. If the attackers emerge victorious, they'll lay siege to the enemy castle, an undertaking which can literally take years for a well developed castle. While 'samurai cavalry' reign on the battlefield, 'Ashigaru infantry' is king of the siege, particularly if the player wishes to try a bloody direct assault on the castle. Moving armies from province to province is easy and takes place simultaneously with all other enemy movement, so you might find yourself chasing around an enemy force that changed positions before your movement was complete. Supply is covered in an abstract way by having a supply limit-units over an province's supply limit will experience attrition as the soldiers either starve to death or simply decide farming wasn't so bad after all and go home.

While the combat was raging, we didn't neglect the home front. Your character can only control five or so provinces himself (his holdings are called a demesne) effectively, which tends to cut down greatly on the micromanaging. You can assign your Master of Arms to improve the castle (with eight levels of improvement, including moats, towers, and gateways)-again, this uses realistic timeframes for completion so they won't be finished overnight. Castles improve a province's defense and also increase the maximum size for levy troops. Your towns can be upgraded by the Master of Ceremonies with buildings such as inns, toll booths, and a courthouse that will increase your tax revenue and also increase the maximum size of your retinue forces. The Master of the Guard can open up guild slots for special buildings (four per province) that confer a unique benefit, such as lowering revolt risk or increasing the combat ability of troops raised there. One religious building can also be constructed in each province. Revolts can and do happen, and we had to put down a couple (one by followers of Shinto and one by townspeople).

This brings up the most involved and important part of the game-your character and his interactions with everyone else. Your player character can be a clan leader, daimyo, or a simple kokujin-and the game experience changes greatly depending on which you choose. A clan leader (like the Uesugi) is primarily engaged with creating alliances with other clan leaders, rewarding his vassals, keeping the clan together, and conducting military campaigns. On the other hand, a kokujin (like the Chiba in our second tryout) will be more concerned with bringing himself to the attention of his lord and plotting with others to eventually form his own clan or usurp the one he finds himself in. Starting out as a kokujin can be challenging, since if your forces represent less than 5% of your clan's army, you will have no direct control over them-the clan leader will raise, deploy, and dismiss them. You can't declare war on another province, and just have to hope your leader makes wise decisions that won't see your domain get mashed. The daimyo experience falls somewhere in between. Characters have three main attributes-martial ability, diplomacy, and intrigue. These attributes can be bumped by the ratings your wives have. Yes, wives-even though a Japanese could only have one legal wife during this period, the game lets you have FOUR (whee!). Just think of the other three as concubines, which a samurai could have as many of as he could afford. Anyway, they'll add a portion of their ratings to those of your character and can really help make up for any deficiencies. They'll also defend a province's castle when its levies are on campaign. Attributes can be raised or lowered by traits-and they cover pretty much everything. They're gained at birth from the traits of your parents, during childhood (characters don't become adults until age 15), through experience, and through lifestyle choices. A maimed character experiences a loss in martial ability and health, while a lunatic will be disrespected by his vassals and unpredictable as an opponent. An ugly character will find it tougher to enjoy diplomatic success, while a good looking diplomat will not only make friends but also be a hit with the ladies (becoming the Brick McBurly of his day). Lepers, drunkards, hunchbacks, stutterers, geniuses, imbeciles, and scholars can also be ambitious, ruthless, paranoid, humble, envious, or speak with a lisp-with attributes adjusted accordingly. Good traits can be bad (an honest man will be hated by the deceitful) and bad ones good (a drunk will be loved by other drunks-we enjoy our sake!).

Every character in the game has this level of individuality and complexity. And it's here where the real fun lies. Creating good relationships with other characters is crucial to success. Your vassals will become angry if you try to keep all conquered provinces under your control-they need to be rewarded for their efforts with lands, titles, and cash. And you should-you can only construct one building at a time per province in your personal holdings, but they'll help develop the clan holdings faster by doing the same in theirs. Clan leaders in particular need to work hard to keep the good graces of their vassals-there are many pretenders waiting to wrest control of the clan, and your proclaimed heir needs as much support as possible to see to it that your dynasty continues. This is vital-your character will almost certainly die before the game is over (death becomes much more likely after age 40), so you better hope your heir has been well trained and enjoys the favor of the vassals. Remember what happened to the Oda clan after Nobunaga's death? It basically became the Toyotomi clan. Having a high diplomacy attribute (or sending your Master of Ceremonies around to gladhand vassals on your behalf) will go a long way towards keeping their opinion of you high. Your relations with other independent leaders also go a long way towards a successful conclusion-you often need them when plotting against a larger foe. Kokujin and daimyo will also find that being diplomatic works wonders in gaining supporters for your eventual promotion to clan leader (or establishment as a new clan).

Honor is also a major factor in the game-basically, it's 'currency' you earn by rewarding vassals, gifting allies, and supporting the emperor that can be 'spent' on 'morally questionable' acts such as declaring war (especially on a friendly clan), having a plot discovered, or using ninja. If your honor goes negative, it's game over-there's a seppuku button to commit suicide that will restore a bit of honor for your heir when yours gets very low, but we never felt the need to use it. In fact, it looks like we maxed our honor out at 100 as the Uesugi despite a few reckless attacks on friendly clans.

Religion wasn't really much of a factor in the early game, as few of the provinces constructed temples. Shinto confers a bonus to honor, Buddhism to reinforcement rate, and late-to-the-dance Christianity an increase in tax income and firearms. All religious buildings are called temples, but we're really talking Shinto shrines, Buddhist temples, and Christian churches here.

Ninja can be hired to do a daimyo's dirty work-assuming your Master of the Guard can find one. They'll do it all, from rescuing hostages to burning down enemy buildings (and of course, assassinating enemy characters). They cause a hit to your honor and gold supply, and if caught, can lead to a major drop in honor. We didn't find a need to use them early, but they would likely prove valuable later on where enemies have built up. You can also use your Master of the Guard to cause a vassal to become disloyal to his liege-and perhaps more ready to join up with you. Ronin (and their attached forces) can be recruited for your retinue forces, and they contain some of the best fighters in the game.

Graphics look great, with several different views and filters of the map of Japan that will supply you with important information at a click. The interfaces are intuitive and also loaded with information, and the same info can usually be accessed several ways. There were the usual learning curve screw-ups on our part-for example, we had a stud as our Master of Arms and rewarded him with a landed title-which removed him from the position and left us having to fill it with a chump.

We at the Samurai Archives will be running an interview with the game developers and designers in early September, and also running a basic 'Sengoku Trivia' quiz contest (focused on the Onin War) for downloadable copies of the game in conjunction with our friends at Paradox-and of course, a full review of the game. You can keep up with the game's progress in the SA's Japanese Entertainment forum (which has links to the Paradox Forums, Sengoku Facebook page, Twitter, etc). Until then, we'll be doing our best to see to it that the Chiba end up at the top of the rice pile instead of being squashed by the Tokugawa during the Odawara Campaign.

Tuesday, November 11, 2008

Weapons & Fighting Techniques Of The Samurai Warrior 1200-1877 AD

Wow, I thought to myself as I unwrapped a large parcel from a bookseller in the UK-Thomas Conlan (Associate Professor of Asian Studies at Bowdoin College and a leader in the scholarly examination of samurai warfare) has written a coffee table book-Weapons & Fighting Techniques Of The Samurai Warrior 1200-1877 AD! It's loaded with lots of color photos, diagrams, and artwork, including step by step demonstrations of fighting with bows, swords, spears, harquebus, and more. I can’t say I’m very impressed with the maps. Overall, the graphic presentation is a lot like Kure Mitsuo’s Samurai: An Illustrated History-but with more impressive writing.

While I’ve only given it a quick read through (I’ll post more on it later), these are my initial impressions. As far as text goes, there is a LOT to chew on here for those interested in samurai combat and tactics. Conlan brings the same fresh perspective that he’s brought to his two former books (In Little Need of Divine Intervention and State Of War). Even those who have kept up-to-date with the newest findings among Japanese historians will find some startling new material. Conlan continues the fine work that he (along with Karl Friday) has done in exploding the old myths of samurai combat and bushido. Samurai warfare is shown to have had over 75% of its casualties caused by projectile weapons (this concept isn’t new, but more evidence is presented). The impact of the small Japanese horse on battle is examined in depth (along with the extreme reluctance of horse owners to risk them in close combat), further reinforcing the notion that there were few if any massed cavalry charges in Japanese battles, with cavalry usually only being used in close combat to go after an enemy that had broken and was in retreat. Another interesting point Conlan makes (using contemporary accounts) is that the small horses put brawny warriors at a disadvantage.

Conlan also reexamines some of the more popular accounts given in most history books and puts a new spin on them. His section on Nagashino reinvents the likely course of the battle, beginning with debunking the numbers of guns fielded by the Oda. While most of us on the Samurai Archives realize that the Oda/Tokugawa forces had 1000, not 3000 (normally the number seen in Western histories), guns, Conlan takes it a step further and puts forth the notion it fielded 500 or fewer. Using the results of recent excavations of the battlefield, he postulates that Nobunaga achieved such a decisive victory by using the Tokugawa army as bait, concealing the Oda forces, and unleashing a massive ambush on the Takeda when they attempted to envelope the Tokugawa. The famous notion of ‘three ranks’ of rotating gunfire is largely discounted as an Edo period fabrication. It’s fascinating stuff many people won’t agree with, but it’s a well supported and thought out argument. Likewise, Conlan has a different viewpoint of the Uesugi army than is normally seen-he considers them to be right there with the Oda in terms of innovative and effective use of gunfire (largely due to their contact and friendly relations with the Ashikaga Shogunate, gaining access through them to early gunpowder and firearm technology) rather than the ‘traditional’ cavalry based army it is usually portrayed as. He ascribes the collapse of the major Eastern daimyo (the Takeda, Hojo, and Imagawa) largely to their failure to incorporate firearms technology quickly enough. Conlan even makes corrections to common attributions, such as identifying what is perhaps the most famous portrait of Minamoto no Yoritomo (as seen here) to be in reality a portrait of Ashikaga Tadayoshi (this info has been around since the mid-nineties, but is the first time I've seen it presented in an English language book).

The book comes up short in at least one major area-being written for a more general audience, it has no footnotes or endnotes. This makes further examination or study of Conlan’s points difficult to impossible. For example, he twice brings up a female warrior, Tsuruhime, who according to oral legend fought in several battles in the inland sea around 1542 (there’s an existing suit of modified armor attributed to her). He also mentions that there is an account of a group of female cavalry that fought in western Japan in the 1350’s. I find this interesting, but a dead end-what account? Contemporary? A war tale? Temple tradition? Where do the accounts of Tsuruhime come from? Without the notes, it’s impossible to tell and evaluate these claims.

Still, it’s a book that anyone with a serious interest in samurai warfare, Japanese history, or weaponry should have on their bookshelf. It will be interesting to see how the book is received by the public-the general audience it is aimed for will likely not take kindly to having its romanticized preconceptions dismantled so effectively. It’s sure to cause some spirited debate and get its readers reconsidering their positions on a multitude of topics. At around $13 for a 225 page hardcover loaded with color shots, it’s an absolute steal. Buy it today-you won’t be sorry.