It is popularly believed that the 14th century novel covering the Three
Kingdoms period is the most widely read literary work in the world,
second only to the Holy Bible. It is a pseudo-historical account of the
late Han Dynasty in third century AD when imperial power in China
collapsed under a popular revolt called the Yellow Scarves Rebellion;
called so because of the fact that the people used yellow turbans and
such to differentiate themselves. The imperial government back then
could only quell this widespread rebellion with the use of warlords and
generals scattered throughout the provinces, and the fact that they were
the only defense against total collapse of the Han Dynasty indicated
that these warlords were the ones who held the true power. Eventually
all the warlords coalesced around three regimes: Cao Cao of the Wei
kingdom, Sun Quan of the Wu kingdom and Liu Bei of the Shu kingdom. Of
all three, the most popular has to be Liu Bei and this constitutes the
primary focus of Dragon Throne; the dramatic rise of the Shu kingdom.
Dragon Throne is actually not a new title. Last year, I gave extensive
coverage to Fate of the Dragon, and Dragon Throne merely runs on the same
engine; its advancements akin to what the Rise of Rome expansion pack
brought to the original Age of Empires. Because the Romance of the
Three Kingdoms narrative is so long, the developers have focused the
game not on the overarching storyline, but on a small segment right
after the Battle of the Red Cliffs. This tighter focus tries to ease
more mainstream players into the fiction, and the fiction is really an
integral part of the campaigns portrayed. Dragon Throne chronicles the
rising success of the Shu kingdom with the story of Liu Bei and his
cohorts. Campaigns exist for all three but the fiction revolves around
the meteoric rise of Liu Bei, and the whole game revolves around
acquiring the crucial province of Jingzhou. If you imagine the map of
China in your head, this province is basically at the very center of
China, with one of the largest populations but also one with the largest
borders. As such, most of the campaigns involve fighting for this
province and the more restrictive scope of the game helps players
identify with the recurring characters.
Dragon Throne still retains its ethnic Chinese influence. All of the
voiceovers continue to be in Mandarin but this time around, the
professionalism is better since there are no annoying pops, screeches
and huge volume disparities, although some people still persist to talk
much louder than others. One of the cruxes of Fate of the Dragon is
also fixed: the whole game seems more polished with attention given to
artwork and presentation. The translations during the briefings and
in-game speech are still long. Sometimes they aren't entirely accurate
either. Some telltale signs include incidents where the narrator stops
speaking for minutes before the scrolling text ends. And the
grammar/syntax of the translated text continues to be strained. For
example, all the dates are listed as 208 AD, which would earn an
anathema from one of my professors since 208 BC is the proper form
before Christ and AD 208 is the proper form afterwards. This is
something minor but representative of the fact that the translation
still is not as smooth as it could be.
The narration also betrays the actual mission design. While the
storylines are intricate, covering personal motives, vendettas,
strategies and the lifespan of numerous characters, many of the missions
merely task you to defeat a certain army, kill a certain hero or take
over some towns. Dragon Throne maintains the precedents set out by Fate
of the Dragon, to which I'll go over briefly. You still have the
dualistic city and provincial view; your city is a building in the
provincial map but upon entrance, it gets its own automap. Object
Software continues its emphasis of realistic scaling. The buildings and
city walls continue to be of proportionate size to the people and they
are functional enough to let people pass through (letting people man
city walls, for example). Each city works on its own economy and the
only thing shared amongst a kingdom is gold. This encourages you to
develop infrastructure to support things like military expeditions.
Military recruitment is much more than merely clicking build on a local
barracks. You have to have a certain amount of peasants and then you
must enlist them into the army so a large army has detrimental effects
on a city's economy. Luckily, you can offset these by establishing
trade in between your cities or with allied kingdoms. You can task a
peasant to transfer material from one marketplace to another.
Furthermore, all civilian and military units in the game can be enhanced
with a horse. Horses are bred and equipped at stables and this is quite
a departure from the usual 'build me a cavalry' stable in traditional
RTS titles.
Dragon Throne's battles work heavily on a morale basis. If you have a
hero nearby, his (and they are all males) morale bonuses are added to
the troops he is grouped with (1, 2, 3, 4 etc). The more experienced
your hero is, the more effective these bonuses are. Food and supply
trains are important to keeping your troops in fighting shape. Regular
troops can also attain better experience levels by surviving battles and
defeating enemies. Throw in some unique RPG offensive/defensive spell
effects and you have a heavily RPG-influenced RTS title. Dragon Throne
features an extra infantry unit as well as an extra hero type over its
predecessor. The latter is particularly important because on a
provincial level, you can assign certain heroes to represent the various
functions of your kingdom. Assign a Sacrifice officer and you'll be
able to access more religious (read: covert ways to attack your enemy)
options. Assign an intelligent Science officer and your
research/upgrades will move along faster. Such things were previously
available in turn-based Romance of the Three Kingdom games from Koei but
here, Object Software has managed to merge much of the turn-based
gameplay elements into the provincial level of Dragon Throne's RTS game.
The taxation system and the ability for you to annex nearby 'allied'
towns on the provincial map are influences from the turn-based games.
A cursory glance at Dragon Throne often urges people to write it off as
an Age of Empires clone. However, it is a sophisticated RTS title and
handles its many layers much better than comparable RTS titles. As a
result of this, games can often take a long time to complete even if you
are on top of the resource linkages, inter-city relationships and
provincial level government. True, you can launch blitzkrieg style
assaults on cities with ladders and by merely defeating a town hall, you
automatically capture the entire town, but that doesn't necessarily mean
all resistance will go away. The AI is pretty adept at wresting control
and cutting you off. Some missions took me hours to complete and in the
end, I often lacked the will to really take advantage of any cities I
took over. In multiplayer, scorched earth policies were rampant. I
simply used my central city's well-developed economic system to feed the
other ones as regional supply bases, so the city-provincial paradigm is
really overblown, especially for short skirmishes.
To help you, the developers have instilled autonomy in many of the
units. The peasants, for example, will go help build a nearby unit if
they stand idle. They all have little thought bubbles on their head and
peasant management is reduced to a minimum. Simply putting peasants
into a farm with the order to plow will make them do everything on
their own. This works slightly better than the Fate of the Dragon AI
but it is still mired by the setbacks in controlling your military
units. Despite the many postures, a group of military units on the move
can easily get mired and harassed by a few archers. A defensive
catapult will more often than not destroy its entire friendly escort
when up against some highly manoeuvrable sniping archers. Heroes who
are about to die do not take cover or yell in distress. Finally, Dragon
Throne's scale may be huge but the armies often attack in a mob like
fashion with no ability to maintain formations like in Age of Empires.
It's quite disconcerting because many times, there are scripted
sequences showing troops all lined up in formation and the cinematic
movies illustrate a high reliance by the Chinese generals on tactics.
There are many scripted sequences within Dragon Throne. Scripted
sequences, for example in Halo, denote attentive care to the cinematic
portrayal of a game. In Dragon Throne, it means the same thing too,
except the appearance of important characters like Liu Bei's top
generals (Guan Yu, Zhang Fei, etc.) are completely missed by someone who
isn't inundated into the fiction. Often you'll wonder: Why am I
suddenly getting reinforcements? There are many names that drop in and
out of the picture. Even with the tighter focus of the narrative, many
heroes remain forgettable, especially when highly developed
soldiers/heroes cannot be transferred from one mission to another;
negating the positive effects of the RPG system altogether. That seems
to be, if I may use a western Greco-Roman term, the Achilles heel of
Dragon Throne. It excels in some areas but is let down by others. Fate
of the Dragon inaugurated some of these exceptional advances in RTS
gaming. Its successor is still mired by some of the same flaws.
Strategy First is known widely for taking chances with unconventional
RTS titles. I don't think we can ever foresee the publisher churning
out a Warcraft or Command and Conquer clone. Dragon Throne, like
Strategy First's Kohan, brings to the RTS genre new wrinkles and wraps
it around a new set of fiction altogether. Unlike Kohan though, Dragon
Throne experiences some problems most probably because of the magnitude
of the material it tries to cover, as well as the execution of its
sophisticated depth. Gameplay wise, Fate of the Dragon players will
notice nothing more than a more polished looking title. Such things
like multiplayer connection dropouts that plagued the original game are
now eliminated. Lack of formations and erratic pathfinding problems
remain.
Although I found some attachments with the title, I'm not sure whether a
North American or European audience would be able to develop ties to the
characters involved. I recall reading a preview of this game whereby a
press member asked why Object Software didn't focus on the Japanese
feudal system instead, no doubt because of the success of EA's Shogun
titles. While Object Software parried that question elegantly, citing
the five millennia precedent of Chinese history, I think the fact that
most people are generally ignorant of the Three Kingdoms backdrop might
detract from Dragon Throne's appeal. Simply put, Romance of the Three
Kingdoms is hot in Asia but it appears only exclusive to that area. The
novel is inherently like Greco-Roman classics. Historians have agreed
that Cao Cao was, for all intents and purposes, the practical successor
of the Han dynasty, but the novel glamorizes and romanticizes Liu Bei,
his followers and his agenda of restoring the Han dynasty. Many of the
dramatic and mythical exaggerations in Greco-Roman epics are present in
the Three Kingdoms narrative; Guan Yu is a towering seven feet and
worshipped as a god later on (and to some extent even to this day), not
dissimilar to the literary embellishment of Achilles, Aeneas or
Hercules. Is it too much of a stretch for RTS players enamored with
Starcraft's Kerrigan or Command and Conquer's Kane? Well, if the
international affection for Crouching Tiger, Hidden Dragon is of any
indication, perhaps Dragon Throne will be well received here as well.