Based on the more recent comments, the game does resemble the new Nobunaga's Ambition quite a bit. Maybe even too much for those who have a longer history with the other Romance of the Three Kingdoms games. There's also some distinct praise for the Hero Mode as a unique experience that's not the same as the main game (and, from what I can gather, also distinct from the barebones RPG stuff that has been criticized as lacking). Even one of the more negative
forum posters on Steam admits that's a positive part of this game.
It also seems they have actually tried to improve the game since the original release through the patches, but any big modifications still won't come until the "power-up" version. Which apparently hasn't even been formally announced yet, though it's such an integral part of the current business model for these games that I can't imagine they wouldn't make one.
pretty good thread, the OP sounds pretty harsh on it. i'm going through it pretty detailed, and while trying to take anything too subjective with a grain of salt, some rather neutral details (what's included or excluded) stood out to me...
pros:
"Officers behave more realistically than they do in earlier ROTK games (where loyal officers such as Huang Gai or Xu Zhu will betray their rulers at the drop of a hat). The character relationships are deeper than in ROTK8 or 10, where you pretty much become best friends with someone just by visiting them a lot. These relationships can even influence diplomacy; as Sun Ce, I became close friends with Liu Bei while we were both rulers by visiting him and fulfilling his personal quest, and this made diplomacy very simple."
+
"if you kill an officer in battle, you will become their relatives' nemesis, something that was left out of ROTK11 and 12 (you could kill Guan Yu, and Liu Bei would still join you).
these sound good at least, especially that last one... I usually play Custom Ruler but I like when other Rulers (and their closest followers) behave more realistically and historically.
+
"ROTTK 13 created a rather accurate representation of provincial productivity and power based on historical populations, so the importance of the central plain and above has become enormous, as it was in history. Wars tend to be all-out in ROTTK 13, so it's a lot harder to overcome the power difference. You can no longer take on a unified Chinese empire by starting with 1 city and 1 officer and by using all kinds of exploits as you could have done in ROTTK 10 and 11."
I actually like this because it sounds like it makes resources and logistics even more important ... e.g. it's just far harder for player 'skill' and actual character Skill (e.g. overpowered abilities and stats) to overcome raw size of armies and their resources. i usually like playing a sort of north-western guerrilla and overcome big odds but realistically difficulty is pretty important to that, where I genuinely feel like I just take out their resources (e.g. attacking their farms in XI or arson/fires in IV) rather than just using super op combat abilities (e.g. also in XI or NA SOI).
+
"good character illustrations"
also pretty important for me because I only ever play as a Custom Ruler and I usually create an entire family tree, friendships, rival Custom Rulers, and over 100 different new officers lol ;p
+
" If you like sphere of infleucne you will like this game imo."
I like NA SOI :O .... though most of the comments below sound worse/simpler than SOI so dunno what to think
neutral: /
"Fog of war is gone and you see the entire battle map and enemy movements."
sort of depends I guess.. series never has that much fog but it usually also has an overworld map of sorts. with a more RTS map, some fog is nice I guess but not a deal breaker.
cons: - "One-on-one combat is basically a rock-paper scissor and verbal combat is exactly the same with a different card names. [it's a lot worse than others which] used to be a lot more complicated and strategical; ROTTK 6 IMO has the best one-on-one combat and ROTTK 10 the best verbal combat in the series"
- 'items have no effect on duels'
which is too bad since those are my favorite two as well
-
"quests were butchered and simplified, you can't form a wandering band, there are no events such as single combat tournament and discussion tournament, taking over an empty city is instant without any fight or verbal combat, you can't request reorganization of cities to your lord as a vassal(which becomes a huge hassle later on as you try to manage vast empire without diplomatic rights and with few officers)"
affects me less because I usually just play as a Custom Ruler but even Ruler quests or events (e.g. going to hunt a tiger or something in VI or VIII) are fun.
-
"there are no natural disasters, no on-map stratagems, no plots and no tactics, no battlefield constructions, no traps, no in-depth marriage system, no raising a child or new officers, streamlined party system and so on."
that is pretty huge.... no natural disasters?! so, no locust swarms or floods? no on-map stragems, plots, or tactics sounds crazy... and even no traps, I always always a big fan of using things like Boulders in IV or Traverse in XI (to take that dangerous mountain pass to invade Dong Zhou).
-
"The only command you have in the battle is 'attack,' 'move,' and 'special ability' button you press once in a while. Cavalries climb a castle wall. Don't even start laughing because that's the least of this game's problems."
-
"ROTTK 11 had 7 different troop types but ROTTK has 3, as rock-paper-scissors seem to be the best extent the developers are capable of emulating."
seems kinda limited... though maybe a lot of things are included in Special Ability and he's just undervaluing them. Bribe, Duel, Pincer, special skills, etc just all under that?
-
"Diplomacy is almost non-existent and diplomacy success is guaranteed 100% unless you try to fail or have the enemy invade you before the diplomatic act is finished. Even if you are an enemy of an AI they will 100% accept a proposal of alliance; it's the only matter of how long it takes until accepted."
also seems kinda poor... and I really like the diplomacy-as-a-resource in NA.
-
"your nemesis, your father, your lord, your wife will address you with the most honorary manner of speaking. Even after a marriage your wife's dialogue doesn't change at all except for one welcoming line. You won't even recognize who is your sister and father until you look at the relationship chart"
also, I've been looking at more screenshots and I really dislike the UI... looks so browser-esque. though I should still be open to it at least until I give it a try.
//edit// these screenshots (lots of 'em BTW)
http://gematsu.com/gallery/romance-of-the-three-kingdoms-xiii/april-20-2016/Romance-of-the-Three-Kingdoms-XIII_2016_04-20-16_007.jpg.php
make the dueling look a bit better... so, sort of r-p-s but with effects that can change which r-p-s you can use. also, I don't know what's happening in
this screenshot but looks kinda interesting lol. furthermore, that negative review said only 3 combat unit types but
this screenshot shows light bow, light cavalary... so I presume there are heavy units, too? i mean, light and heavy versions aren't exactly as different as, say, swordsman vs spearman per se, but in practice they could be... so maybe there are 6 ground troops, plus all the naval stuff. at the very least, makes me take that negative review with a bit of salt.