Takeda
Developer: Magitech Corporation
Publisher: TBA
Release date: March 2001
By T. Byrl Baker
The exploits of 16th-century Japanese daimyo Takeda Shingen have served as the inspiration for books, plays, movies, and now--perhaps most fittingly--a real-time wargame. Jaleco released a horrible console game called Takeda Shingen in 1988, but Magitech Corporation's upcoming Takeda should be the definitive take on both the life of "The Tiger of Kai" and the conflicts that took place during his reign.
Great pains have been taken to accurately model the combat of the period. Armies are composed of five different unit types, with spearmen, basic infantry, and cavalry available for melee attacks and archers and riflemen for ranged attacks. These units are used to form battalions, which take orders from captains. Battalions can be grouped to form divisions, which are commanded by generals, and several divisions create an army under the command of a marshal.
The chain of command will be important to learn, as you basically assume the role of the marshal and exercise indirect control over the other combat units. You may tell a captain to have his battalion attack an enemy stronghold, but if the captain is cowardly, he won't carry out the order. Alternatively, if the captain is bold and foolish, he may carry out that order yet refuse to listen to the marshal's command to break off the attack.
Officers who manage to survive battles in the campaign mode gain experience and will become more efficient and predictable as the game progresses. Officers are represented on the map along with the other troops, and if they are killed, the consequences are dire. Heroes and other characters who existed during Takeda's lifetime will also be included in the game, and they'll modeled by giving them stats that reflect their historical talents and abilities.
The real-life Takeda was famous for his creative tactics, and you should be able to re-create the battles of the period in terrific detail. Dozens of historical formations add to the game's tactical possibilities, and players have direct control over the formations of armies and divisions. The AI controls battalion formations based on the personality of the captain in command and the orders currently being carried out. Detachments can be sent off to harass the enemy's flanks, guard against or carry out ambushes, or attack an enemy's headquarters unit from the rear while the larger battle rages.
Takeda also was well known for making and breaking alliances with other warlords, and you will be able to make the same sorts of decisions in the game's campaign mode. With a strong enough economy, shrewd political dealings, and a sound battle strategy, it will be possible for you to conquer all of Japan during the campaign--something even Takeda himself couldn't manage. Aside from the campaign, players can partake in single historical battles or go head-to-head in a multiplayer mode that is currently being designed to work over direct modem connections, the Internet, or a LAN.
The developers' research has extended to castles and other fortifications of the period, which will all be represented in the game. Most of the structures are based on original blueprints and should add extra tactical depth, since sieges should be just as arduous and dangerous in the game as they were in Takeda's day. We spoke with Ming-Sheng Lee, Takeda's project director, to see how the game is shaping up and get his take on what it's like to be part of an independent development team.
Next: Q&A with Takeda's project director Ming-Sheng Lee
Takeda
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- Historic Real-Time...
- Release: Nov 14, 2001
- ESRB: Teen
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