


The only real issue here is it’s difficult to really connect with what is going on in this game, and so it becomes a little hard to care about what’s going on after a while. Outside of battle you can tweak unit equipment and naturally building up the ideal mix of units becomes a key challenge in getting through the more difficult missions. Thankfully that direct combat side of the game is largely optional. Units die quickly and it’s important to be ready to react at the slightest change in battle conditions. That part of the game plays out like a poor mans Warriors game, and it’s a real low point in the game as an action strategy game it’s compelling and quite exciting. It’s even possible to take direct control of the hero and wade into the melee personally. Units will fight for themselves, or you can take greater control over their fate by taking control of the unit in combat and using the hero to issue beneficial rallying cries to boost unit performance. Within that basic framework are some of the typical trappings of the strategy genre: certain units have a decided advantage over others and there’s some benefits to being the one that initiates the attack or attacks from higher ground.

Players only have direct control over one unit at a time, but they can direct the other units under their overall command to move independently – either to specific locations or to attack specific targets. The basic idea of Kessen is to take a couple of units from feudal-era Japan (comprised of a few dozen soldiers and a single hero in each unit), and direct them around a battlefield to attack enemy heroes and capture key objectives.
