Playstation 4

Sangokushi 14 [Regular Edition]

Game

8800yen 8360yen (5%OFF)
(9196yen Tax incl. in Japan)
Points You Earn 1% (83p)
Release Date January 16, 2020
Availability Sold Out
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Product Details

Catalog No.PLJM-16557
JAN/ISBN 4988615128332
Product Type Playstation 4
Label/DistributorKoei Techmo Games

This game is region free, but it is a Japan version. Please make sure that your set up is compatible with it before placing your order!

Description

[Machine Translation] Take, be taken, and take it back. The "Three Kingdoms" series is a historical simulation game that recreates the "History of the Three Kingdoms," the culmination of the human drama. In "Sanguozhi 14", the latest title in the series, the vast Chinese continent is represented as a collection of detailed "lands", and all elements, including domestic politics, military affairs, diplomacy, and strategy, are integrated into "land management and competition for land". The basic system is a "one map monarchy". The game is played in a "Simultaneous Plotting System" in which the "Strategy Phase" and "Progression Phase" are repeated. This title is based on the "Sanguozhi IX" series, which is still very popular among the series' fans, but has been further developed and deepened to provide simple yet profound gameplay, allowing players to create their own strategies for all of China. A battle for territory without borders! In this game, a single map is divided into small pieces of land, and each piece of land is a strategic unit that serves as both a revenue base and a supply line. Each force is free to expand its "battle lines" without being restricted by city limits or national borders, and to use all possible means to defend its own land while building up its power by invading and destroying the enemy's land. During the game, the struggle for land is represented by the use of colors. This simplifies a seemingly complex strategic element into a game of color, and the basic idea of the game is "how to expand your own color". The game will portray the pleasure of expanding one's territory more precisely, more freely, and more directly. In previous titles, the expansion of power depended on the acquisition of cities, so the main focus was on "point" battles over cities. In this game, the expansion of power depends on securing land, so the main focus is on the "front" battle, where the front line is set and how far into enemy territory to penetrate, etc. The soul is in your words and deeds! Warlords with the series' most distinctive personalities: The "simultaneous plot system" and "officer in charge system" are employed in both military and domestic affairs, and warlords will respond to player instructions with their own "personality". Each general has his or her own unique personality, and will show his or her unique presence in the war situation. Players will be able to control these unique generals and place them in the right places to create their own strategies. In addition, not only the generals in battle, but also the generals in the cities will actively make "proposals" and assert themselves. In addition to the generals who go into battle, the generals in the cities will also actively make "proposals" and assert themselves, sometimes with proposals that will change the war situation, influencing the strategies of the players. The game is a game that can be played in a variety of ways depending on the monarch. The "administration" expands the options for strategy: Each power establishes its own "administration" as an administrative organization that determines the direction of the power. Each power sets up its own "administration" as an administrative organization that determines the direction of the power. The "administration" is represented as an "organization chart". By assigning generals to the Organization Chart, each force gains its own effects and commands. The composition of the "Organization Chart" varies depending on the sovereign's "Principles," so the experience of playing the game varies depending on the sovereign. Even within the same force, the strategies adopted will vary depending on the type of "administration" the player implements. The real thrill of this title is to customize your forces by making full use of your generals and drawing up your own unique strategy. (CERO Age rating: To be determined)

Translate Description

*As it is a machine translation, the result may not provide an accurate description. Please use it only as a reference. *Not available within the China mainland region.

Description in Japanese

三國志14 [通常版] / ゲーム

“取って、取られて、取り返して。「土地」を制する者が天下を制す”「三國志」は、“人間ドラマの集大成である三国志”を再現した、歴史シミュレーションゲームです。シリーズ最新作となる『三國志14』では、広大な中国大陸を細かな「土地」の集合体で表現し、内政も軍事も外交も計略も、すべての要素が「土地の管理、奪い合い」に集約されます。基本システムとしては「1枚マップ君主制」を採用。「戦略フェイズ」と「進行フェイズ」を繰り返して進める「同時プロット制」でゲームは進行します。シリーズファンに今なお根強い人気を誇る『三國志IX』の流れを汲みつつ、より発展深化した本作では、シンプルながら奥深いゲーム性を実現し、プレイヤーが中国全土に思いどおりの戦略を描くことができます。■国境なき領土の奪い合い!「戦線」を描いて、大陸全土を自分色に塗り尽くせ:本作では1枚マップを細かい土地で区切り、一つ一つの土地を収入基盤でも補給線でもある「戦略単位」とすることで、その奪い合い=「戦線」の構築と破壊が戦略の肝となります。各勢力は都市の支配領域や国境にとらわれることなく自由に「戦線」を広げ、ありとあらゆる手段で自分の土地を守りながら、敵の土地を攻め崩して勢力を増強していきます。ゲーム中、土地の奪い合いは、色の塗り合いで表現します。これにより一見複雑な戦略要素を色の塗り合いに単純化し、「いかにして自分の色を塗り広げていくか」が本作の基本的な考え方となります。領地を広げる快感を、より精緻に、より自由に、より直接的に描写します。従来作では、勢力拡大は都市の獲得にかかっているので、都市を巡る「点」の攻防がメインでした。本作では、勢力拡大は土地の確保にかかっているので、どこに前線を定めるか、どの範囲まで敵地に浸透するかなど、戦線を押し合いへし合いする「面」の攻防がメインとなります。■その言動に魂が宿る!シリーズ最高の「個性」を放つ武将たち:軍事も内政も「同時プロット制」「担当官制」を採用し、武将たちはプレイヤーからの指示を「らしさ」を見せながら解決していきます。武将たちはそれぞれ特徴的な「個性」を持ち、その武将ならではの存在感を示して戦況に様々な変化を与えていきます。プレイヤーは、これら個性を放つ武将たちを束ね、適材適所に配置しながら戦略を描いていきます。また、出陣している武将だけでなく、都市にいる武将たちも能動的に「提案」をして自己主張を行います。時には戦況を一変させる提案など、軍事や内政等、様々な要素について意見し、プレイヤーの戦略に影響を及ぼします。■君主によって千変万化するプレイ感!「施政」が戦略の選択肢を広げる:勢力はそれぞれ、勢力の方向性を決める行政組織として「施政」を設定します。「施政」は「組織図」として表現されます。「組織図」に武将をセットすることで、勢力は独自の効果やコマンドを獲得できます。「組織図」の構成は君主の「主義」によって異なるため、君主によってプレイ感は様々に変化します。また同じ勢力でも、プレイヤーがどのような「施政」を成すかによって、採れる戦略は千変万化となります。武将たちを駆使して勢力をカスタマイズし、自分だけの戦略を描いていくのが本作の醍醐味です。【CERO年齢別レーティング: 審査予定】

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