More like Bromance of the Twink Kingdoms, amirite Backlo—shot

While I was away from Backloggd (long story), I got so far removed from my Japanese PC game schedule that I somehow drifted back around to it via Koei. The company's extensive library of sim/strategy classics has always taunted me from the gallery, begging me to try and parse its magnanimity. So here I am, marching across all of classical China with a growing retinue of generals, politicians, and all-around badasses trying to undo the mess the eunuchs and warlords have made. It ain't easy, but it's an honest living, and Romance of the Three Kingdoms VII was probably the best way I could have started with this franchise now that I've tried more of the PS2-era releases.

In short, this RoTK entry plays mostly like the others: choose a starting scenario from some point in the Three Kingdoms era (end of the Han to rise of the Jin), then try and reunite the land under one power through whatever means necessary. Before VII, this meant taking the role of liege (ruler, aka ye olde Cao Cao and the like) and campaigning against other lords for hegemony, first through obtaining officers and then by conquering each province. RoTK VII was a paradigm shift for the series, then 15 years old, by introducing "officer play". Now you start off as just one individual out of hundreds spanning the huaxia realm, meaning you can play your own custom officer or a vaunted icon of the period in whatever position they initially had. By doing this, RoTK expanded its definition of grand strategy to include more role-playing opportunities, where famous officials can resign to wander the land and other vagabonds could instead rise to significance.

The average game flow in RoTK VII, discounting leaders, has players working their way up from wanderers ("ronin" in Koei's parlage) to vassals (regular officers), prefects (city leaders), and lieges, always with the choice to forgo those positions and/or switch alliances. Contrasting the "dream" system of Romance of the Three Kingdoms VI, which set a lifelong aspiration for each character, this installment now gives you the Fame and Deeds statistics for measuring one's influence across China, arguably the endgame goal for everyone in the game. With both Northern and Southern Mystics periodically evaluating who has the greatest Fame in the land (and rewarding the best with money and a Bless skill), there's many reasons to prioritize hoarding Fame over just reuniting the land in record time to end a playthrough. I had a lot of fun helping out the common people by investigating corruption and banditry, or personally capturing the toughest officers in battle, just to hit the top 10 list of famous officers during my runs.

Every officer has an Action Points total determining how many actions one can take during a turn (one month). The game's very much a matter of managing your action economy, delegating minor tasks to others when possible while reserving important stuff for your own guy. Since many actions cost 50 AP for you and not others, this especially matters when working to develop a city's economy, comprised of agriculture, commerce, safety, and defense stats which mostly falter during warfare and natural disasters. Methodical development of cities is a great way to build fame and one's own stats, albeit at the cost of not visiting other regions, networking with officers and leaders, etc. Every RoTK installment has a challenging balancing act of priorities to manage, whether just for leaders or for all the potential characters to play, and RoTK VII ultimately favors new players a lot more than most of the games. It takes just 10 AP, out of likely above a hundred, to mail an officer and build bond points with them. And since most historical personas have hidden bonuses with others (reflecting their connections from the source novel), playing the likes of Guan Yu, Lu Xun, or the Xiahou brothers can be extra lenient for anyone wanting a smooth introduction to the series.

Winning the game technically only matters insofar as characters will die of old age, with the game moving you to the officer most bonded to your initial one. The open-ended progression and objectives of this RoTK design era makes it engaging just to pursue one's own excellence as much as leading your force to dominance over the country, but only the latter ends the game for good. And believe me, you'll spend a lot of time accomplishing that. There are more devious, "peaceful" means of swaying cities and leaders to your control, whether as liege or an underling, but combat's inevitable and the game's sketchy AI makes it risky to even engage, let alone defend against invasion. Because all movement across China happens rigidly through roads of different quality (ex. plains and waterways vs. mountain and gallery passes), it's smart to turtle up in a promising city, build up its economy and defenses, while developing an army and set of officers ready to march onward. The overworld's design makes it possible and entertaining to start a whole new force at a neglected corner of the map, traveling through other provinces to meet and acquire officers, before finally striking out and holding your own against greater powers via choke points and subterfuge.

Should any mix of induced riots, defections, coups, or annexation fail, there's always the battlefield. Battles in RoTK VII deviate from the hex-grids of old, instead using a Fire Emblem-esque square grid and turn-based systems to dictate combat flow. Battle prep starts with March commands or reacting to another force marching on you (or your allies requesting your reinforcements); this involves selecting officers/troop numbers, choosing weapon types (ex. crossbows, Rattan armor, cavalry et al.), and who leads as commander and tactician. Whether as offense or defense, you always get a briefing screen prior to matches where one can define strategy and ploys/traps. Combat units all move according to their WAR stats and troop counts—no one side moves all at once here—and winning fights sometimes boils down to just capturing the enemy commander or lowering a force's morale to 0. Many of my battles ended via abusing the latter condition to no end, often by squatting on the invaders' captured outposts to cut off their supply lines and thus their morale across turns.

Compared to what I've played of RoTK VIII (which in many ways exceeds this game), combat in RoTK VII plays much faster and distinguishes itself nicely vs. the slower, deliberate pace of the sequel. I had a grand 'ol time surrounding enemy troops with my own to gain massive damage boosts during attacks, or using weak but cunning officers' tactics and ranged attacks to disable and whittle down the game's most powerful units (think Lu Bu or Ma Chao). Battles themselves transition into castle sieges should some enemy units escape capture or retreat early, which results in a fun minigame where you ram down walls and use ploys like Feint or Riot to hurt the enemy without getting touched. Speaking of tactics and ploys, there's a bunch of them, some way better than others and restricted to field or siege modes. Pro tip: Rush, Rumor, and Rally ploys are supreme for getting faster reinforcements, scaring enemies off the map, and keeping your own morale/officer ailments in check. It's a great feeling when you finally get that Doctor skill item and can finally heal all those injured troops without having to camp at outposts for valuable turns on end (of which you only get 30 per battle).

Of all the myriad systems to master in RoTK VII, character skills are maybe the easiest and most personally satisfying. Making custom officers is engaging partly due to the chance to roll for some great starting skills such as Spy (better scouting), Trade (cheaper market prices), Reversal (turn an enemy's failed tactics against them), and it just goes on. RoTK VI had a similar skills framework before, but its successor fills out the roster and makes it easier to learn new skills via random when training (itself augmented by earning your base city's trust). The right combos of skills and stat-buff items can make any officer potentially a total winner! And that's why I think RoTK VII is maybe the easiest way to get into the series today, both because of its relative simplicity and the ease with which one can snowball. Worst case, a game ends quickly and you can move on to the next run, which might go far better. I can certainly see how the series earned its legacy in East Asia thanks to this addictive one-more-turn pace.

When comparing the PS2 and PC versions, I'm happy to say you aren't missing much with the former's lack of Power-Up Kit expansion. Later installments lean much heavier on their PUK to add critical features like child-raising for custom officers, but RoTK VII just predates Koei starting to punish players who don't/can't opt in. On the other hand, this entry's arguably the last which prizes sheer accessibility over all else, so it makes sense that a PUK wouldn't add much beyond a couple hundred extra officers (most of which are minor even by hardcore RoTK standards). Menus are easy to navigate in either version, though I bet the extra HUD elements on PC can help when figuring out strategies from the city screen. And while I ended up playing this much more for its mechanics and game loop, RoTK VII has solid presentation for its genre, with detailed 2D/pseudo-3D graphics (sober vs. Dynasty Warriors, but luscious) and a small but memorable soundtrack ranging from modern Chinese-styled orchestral to wild prog rock during combat. RoTK VII on PC now has an English fan patch for anyone unable to get a rare-ish PS2 copy, thankfully.

It's obviously hard to recommend most Koei strategy games to just anyone, given the lack of Western familiarity with stories like the Romance or Sengoku-era Japan for Nobunaga's Ambition, plus the complex systems at play. But I'm surprised these games aren't more widely played and discussed now in an age of successful grand strategy series from Paradox (ex. Crusader Kings) and Creative Assembly (Total War). Koei pioneered the genre and succeeded with it in ways that Western developers/publishers wouldn't for decades, and I'm unsurprised at how strong this earliest PS2 entry holds up. And it's insulting how Koei has run their oldest series into the ground via exploitative DLC and pricing schemes, making it easier to ignore them than ever. These games deserve much better treatment, that's for certain. While I can't wait to dig into more of their older PC output, RoTK VII might end up as my comfort Romance simulator of choice, just for how fast I can play through a what-if scenario and its more SRPG-esque battle dynamics. These qualities should make it a good starting place for others, too, who balk at the more complicated sequels and wonder how anyone could get onboard with RoTK wargaming.

tl;dr Do, in fact, pursue Lu Bu in this one. He's easy to confuse, can get misled into attacking his own guys, and is fun after the fight because he can tutor your own officer to become China's greatest warrior. Then proceed to curbstomp the countryside with him if one desires, but never forget about your cities' safety because it sucks when the mayors betray you for another ruler. Let the power of Rumor ploys compel you!

Reviewed on Dec 17, 2023


8 Comments


4 months ago

On the underappreciation of Koei: For a prominent developer making games since the early 80’s, they are concerningly glossed over. The versatility in game dynamics, little change ups here-and-there, on a marching ground between grand strategy and sandbox play. My knowledge of Koei is something I’d like to shore up, although daunting given their rather robust/granular output. What amazes me is how much relative ground they covered — a real powerhouse of a dev unit. Anyway. Good to see you post again. I need to bite on investing more time in RoTKX. The PS2 titles appear to be the best place to start.

4 months ago

From what I've seen, RoTK X has some weird issues compared to VII and VIII (more micro-management for its own sake, unusually bad AI, etc.), but nails the special events much better than before. IX is easy to skip since XI exists and seems to do the ruler-play model more convincingly. I'll consider getting into XIII once that's on sale, but it's never going to have a good enough discount for my liking.

Koei had an incredible streak from the late-'80s up through to the mid-2000s, balancing PC and console works so well until the HD transition kicked them in the pants. I suppose even they couldn't avoid the death of J-PC gaming that forced Falcom to focus on console releases, either, and it shows with how little care Koei-Tecmo treats most of their Steam products. I long for the days of experiments like Zill O'll, Kamigami no Daichi, Band-kun, and just the Rekoeition series in general. (What's become of Uncharted Waters lately is so depressing.)

4 months ago

Good to have you back

4 months ago

Thank you, I feel much the same. Given your history with Total War, I think it'd be cool to see you try one of the Koei grand strategy titles in the future. Combat's understandably much different (and simpler), but the sim/management layer is almost always compelling.

4 months ago

I really gotta dive more into koei's output one of these days. this sounds really up my alley and I have a soft spot for their brand of historical fiction from what little I've played

very glad to see you're back again 🙏

4 months ago

@curse Which Koei games have you played? IIRC my first exposure to their sim/strategy side was messing around with Uncharted Waters: New Horizon on Snes9x back in the day. Eventually I moved on to Dynasty Warriors 4, not knowing how hard it'd be when I was a kid. Ironically my first musou was the ill-fated Mystic Heroes, which has a unique take on a different classic Chinese novel (Fengshen Yanyi/Investiture of the Gods).

4 months ago

dynasty warriors 4 and one of the earlier rotk games (pretty sure it was vi but not positive) are all I've played outside of the nioh games, and I didn't make much progress in either

I'd be down to try pretty much anything, just not sure where the smoothest entry points are or what's typically regarded as their best work. surprisingly uncommon to see people really go in on stuff like rotk, nobunaga's ambition, or even DW in a way that would help someone new get acclimated, but this one seems like a good place from what I gather from your review?

4 months ago

From what I've read on r/threekingdoms, VII and VIII are ideal starter choices for RoTK. Wish I could find an infographic or blog post giving the Cliff notes on each entry; maybe I'll have to make one some day. WRT Nobunaga's Ambition, all signs point to Sphere of Influence as both a top-tier installment and one that's easy to get into. I'm also keen on playing the Dynasty Tactics duo for some more combat-focused strategy faire, along with more branching paths in the story.