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NES box art for Destiny of an Emperor, the cover of NEStalgia episode 359

359 · Destiny of an Emperor

▶ Game info
VerdictPlay it
GenreRPG
SeasonSeason 6
DeveloperCapcom
PublisherCapcom
January 10, 2025 · 49 min · transcript available

Destiny of an Emperor is a strategy role-playing game set in the Three Kingdoms era. A party is formed by selecting up to five officers from a huge pool, many of whom would only join you after be bribed or defeated in combat.

Our verdict: Play it

We expected a Koei grand strategy game and got a Capcom RPG based on Romance of the Three Kingdoms. Mike, Sean and Joe all played it, and we kept saying it felt unlike anything we had played. We respected the ideas more than the hours.

What it does that nothing else does

  • Soldiers are your HP. You lead warlords, and each one's troop count is his health. It is more than flavor: your damage depends on how healthy your army is, in steps of powers of ten, so a general with 998 troops hits as hard as one with 101. Dropping from 100 to 99 changes your damage, so fights turn into whittling down the big armies first.
  • Tactics instead of magic. The tactician's intelligence sets the party's pool of tactic points. The spells are not labeled, so we made up a rule: if you can target an enemy, it's damage.
  • Recruiting, for real. Talk to people or beat generals and they join. You can also fire them and run into them again in the wild, like releasing a Pokemon. Beating a roaming warlord's army thins out random encounters in that area.
  • Visible damage. Enemy health bars tick down, so unlike Dragon Warrior you can see how close a fight is.

Where it wears thin

  • Too many fights. All Out is a lifesaver. Without it, Joe said, the game would be 200 hours long. Even so, watching bars tick down in battle after battle gets dull, and one night at the inn heals an army of thousands.
  • Grinding. The bosses flattened us, we ground for 20 minutes, then got flattened again. We leaned on the top-rated GameFAQs guide.
  • Obscure progress. Zhao Dong has to be recruited in a random fight, on a coin toss, to cross a bandit cave, and another recruit needs a horse. We could not tell if there was another way, and it reminded us of Castlevania II.
  • Equipment you have to equip. You start with gear that is not on, and we wondered if the flail was a throwing weapon.
  • Chests and menus. You stand on a painted chest and open a menu to check it, which grated on Sean.
  • Numbers. In a long run the 100 troops you start with turn into 26,719, and a let's play ended with 6,955,000 food.

Beyond the game

The long play is 11 hours, and with all the chapters it could stretch toward 40. The Famicom sequel drops the food system and adds formations. Here, formation affects who takes damage, and with the powers-of-ten rule it can be better to put your strongest in back. A fan community has an editor and an annual hack award.

The bottom line

Play it. It did not make the Essential Games List. Mike called it respectable but repetitive, a game that overstays its welcome. Joe said it is an absolute Play it for any JRPG fan, and still could not vote it in. Sean, who has been falling out of love with JRPGs, did not have much fun. It reads as cult status to us, and the powers-of-ten HP idea alone is worth knowing about.

Written from our conversation in this episode.

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