Oda Nobunaga Den
Oda Nobunaga Den is a PlayStation strategy game released in 1998 developed by Koei Tecmo Games. It centers on combat encounters, turn-based tactical decisions, and story, case, or mission progress, with controls and information arranged around the directional pad, shoulder and face buttons, plus DualShock twin analog sticks and vibration where supported.
- AI score · out of 10
- 7.8 / 10
About this game
Oda Nobunaga Den is a PlayStation strategy game centered on combat encounters, turn-based tactical decisions, and story, case, or mission progress. Missions add map constraints, new rules, and tougher opposition, with progress divided into stages, tasks, matches, or growth milestones that make immediate goals understandable. Its value depends on whether these rules continue to create judgment and room for mastery rather than on length, sales, or series recognition. Short campaigns are judged by repeat-challenge value, while longer ones are judged by variety, pacing, and recovery after failure. Maps, unit states, and action feedback determine whether complex situations remain readable, while early 3D graphics, pre-rendered backgrounds, CD audio, and full-motion video need to preserve targets and interface readability on a television. The genre-specific limitation is that tutorial depth, dense menus, controller pointing, and long scenarios increase the learning curve. Platform conditions also include disc loading, Memory Card saves, regional video standards, digital or analog control support, vibration, and dedicated peripherals affect original-hardware use. This description covers only this platform release and does not import features or conveniences from remasters, emulators, or other console editions.
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PlayStationAI review
AI reviews are subjective assessments, not player ratings. See each review for its evidence and limitations.Published date:
Rich equipment tactics and historical branches with demanding early battles.
Oda Nobunaga Den turns historical incidents into tactical problems that require deliberate deployment. Weapons determine unit type, range and terrain suitability, while forging asks for trade-offs between attack, accuracy and defensive properties. Rain and firearm reload intervals prevent powerful ranged units from solving every situation. Early battles apply heavy numerical pressure, and blindly maximizing attack leaves risks of misses and retaliation. Healing items, multi-unit recovery skills and saving during battle make experimentation more manageable. Choices of destination, victories and event conditions change later routes, including an alternative continuation after Honnoji, giving replaying a real purpose. Character incidents and battlefield developments reinforce one another. It suits Japanese readers interested in unit roles and Nobunaga's period, rather than effortless domination. Weapon specialization needs planning, since changing late can undermine the usefulness of learned skills.
Strengths
- Unit roles, terrain, weather and forging create concrete tactical choices.
- Outcome branches, historical events and battle saves support exploration.
Weaknesses
- Heavy early pressure, accuracy risks and skill loss from late weapon changes punish careless planning.
Who it is for: Japanese-reading history and tactical-RPG fans willing to study deployment.
Play notes: This assesses the PS edition, not free-daimyo Nobunaga's Ambition; PC and PS skills differ.
View scoring basis
| Dimension | Review state | Score | Weight |
|---|---|---|---|
| Dimension Branches and weapon specialization give replays distinct paths, with late weapon changes risking the usefulness of learned skills. | Reviewed | 8.3 / 10 | Not provided |
| Dimension Equipment and terrain create meaningful tactics, but heavy early pressure demands careful counterattack and recovery planning. | Reviewed | 7.8 / 10 | Not provided |
| Dimension Historical incidents and battle events give encounters context, while alternate outcomes invite involvement from history fans. | Reviewed | 7.4 / 10 | Not provided |
| Dimension Flexible battle saving and healing make experimentation manageable without removing demanding deployment decisions. | Reviewed | 7.4 / 10 | Not provided |
Review sources
Not provided
Core information
- Developer
- Koei Tecmo Games
- Publisher
- Koei Tecmo Games
- Release date
- 1998
- Platforms
- PlayStation
- Content kind
- Game
- Release state
- Released
- Region
- Worldwide
- Official website
- Not provided
- Offline minimum players
- Not provided
- Offline maximum players
- Not provided
- Online minimum players
- Not provided
- Online maximum players
- Not provided
- Categories
- Strategy & Tactics · Primary genre
- Tags
- Story-driven3D GraphicsSolo-friendlyLong-term ProgressionResource ManagementTurn-based TacticsWarSlow BurnTop-downCommand-based CombatReal-time CombatReplayable
- Supported game languages
- Not provided
- Requires base game
- Not provided
- Standalone
- Not provided
- Age ratings
- Not provided
- Play modes
- Not provided
- Perspectives
- Not provided
Release editions
- PlayStationWorldwide1998
Game gallery
Sources
Not provided