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Devil Kings

Devil Kings is a hack-and-slash developed and published by for the , released in on October 12, 2005. Set in a fantastical alternate version of feudal , the game follows powerful warlords vying for control amid demonic forces, with players controlling one of 12 unique characters to battle hordes of enemies in large-scale conquests. Known in as Sengoku Basara and released there on July 21, 2005, it marks the debut entry in Capcom's long-running series, which reimagines historical figures from Japan's as over-the-top, demon-pacted warriors. The gameplay emphasizes fast-paced, combo-based combat similar to the series, where players mow down waves of foot soldiers using melee weapons, magic spells, and occasional anachronistic firearms like chain guns, all while capturing territories on dynamic battlefields. Each character boasts distinct abilities tied to elemental attributes such as fire, ice, lightning, or darkness, allowing for varied playstyles—from agile sword-wielders to hulking bruisers—and progression through stat upgrades and unlockable super moves. Modes include a story-driven Conquest campaign with branching narratives presented via anime-style cutscenes, a Free Battle option for replayability. Upon release, Devil Kings received mixed reviews, praised for its accessible button-mashing and humorous, exaggerated designs but criticized for repetitive missions, a clunky camera, and lackluster visuals compared to contemporaries. It holds a score of 64 out of 100 based on 27 critic reviews, reflecting its solid but unpolished execution as a budget-friendly alternative to more refined musou-style games. Despite modest commercial success in the —partly due to its heavy localization changes from the original, including renamed and a more generic fantasy theme—the title laid the foundation for the franchise, which expanded into sequels, adaptations, and merchandise in .

Development and Release

Development

Devil Kings, known in Japan as , was developed by Capcom's Production Studio 4 under the leadership of producer Hiroyuki Kobayashi, who previously contributed to titles such as and . The project originated as a proposal in November 2003, with development commencing that winter, culminating in its Japanese release for the on July 21, 2005. The game's design drew significant influences from contemporary hack-and-slash titles, including for its emphasis on stylish, combo-driven combat and for large-scale battlefield engagements, while incorporating exaggerated aesthetics to heighten visual drama. Director Makoto Yamamoto, appointed in summer 2004, guided the team toward a of for casual , prioritizing charismatic, over-the-top character portrayals over traditional difficulty curves. This approach reimagined historical figures from Japan's —such as warlords and —as fantastical heroes in a stylized narrative blending real events with dramatic, supernatural elements to deliver high-energy action. Key creative contributions included character designs by artist Makoto Tsuchibayashi, whose work infused the protagonists with vibrant, anime-inspired visuals that became a hallmark of the series. The theme song, "Crosswise" performed by T.M.Revolution, underscored the game's energetic tone and was composed by Daisuke Asakura with lyrics by Akio Inoue.

Release and Ports

Devil Kings was initially released for the in on July 21, 2005, under the title . The game launched in on October 12, 2005, on February 3, 2006, and on February 16, 2006, all under the Western title Devil Kings. A digital re-release of became available on the as a PS2 Classic in on June 19, 2013. In , the game was packaged and marketed as , emphasizing its ties to the historical of feudal with stylized, larger-than-life depictions of warlords. For Western markets, rebranded it as Devil Kings, shifting the marketing toward a fantasy theme with demonic elements and generic dark aesthetics to distance it from its historical roots and appeal to international audiences. The game achieved solid initial sales in , moving 167,445 units in 2005 according to charts. It debuted strongly, selling approximately 89,000 units in its first week at retail. As of November 2025, no official remakes or modern ports of the game have been released for current-generation platforms. However, it remains playable on personal computers through PlayStation 2 software such as PCSX2.

Setting and Story

Historical Context

The , spanning from 1467 to 1603, was an era of intense civil war and political fragmentation in feudal , marked by the collapse of the and the rise of powerful who vied for control through constant warfare. This "Warring States" time saw the central authority weaken dramatically, allowing regional lords such as , , and to build armies and expand their domains amid widespread social upheaval and military innovation. Key events defined the period's trajectory toward eventual unification, including the (1553–1564) between and , which exemplified the prolonged clan rivalries, and the decisive in 1600, where defeated a coalition of opposing to secure dominance. Unification efforts were spearheaded by three successive leaders: , who conquered much of central through ruthless campaigns in the 1560s–1570s; his successor , who completed the conquest of the islands by 1590; and , whose victory at Sekigahara paved the way for the Tokugawa shogunate's 250-year rule starting in 1603. Devil Kings diverges from this historical framework by reimagining these as warriors endowed with exaggerated, otherworldly abilities, such as demonic transformations and fantastical weaponry, to heighten the drama of the conflicts. This blend of factual Sengoku events with fantasy elements amplifies the era's chaos into a spectacle of heroic individualism, where figures like embody the "Devil King" through amplified ruthlessness and might. The game's portrayal draws on cultural traditions that romanticize the , incorporating kabuki-inspired theatricality in character designs and dialogue—delivered by renowned actors for dramatic flair—alongside tropes of stylized heroism and exaggerated battles to evoke a mythic view of Japan's turbulent past.

Plot Summary

Devil Kings is set in a fantastical interpretation of Japan's , where the central antagonist, , embodies the "Devil King," a warlord empowered by malevolent forces to conquer the nation through an unholy army bent on subjugation. Each playable character has a unique branching campaign that unfolds from their perspective, drawing in rival warlords who must confront his growing influence to restore balance. From the perspectives of protagonists like , the ambitious rebel leader known as the One-Eyed Dragon, and , the steadfast warrior loyal to his ideals, players experience the unfolding resistance against Nobunaga's tyranny. These heroes, along with other playable warlords, forge uneasy alliances and engage in pivotal clashes to thwart the Devil King's ambitions, navigating a web of shifting loyalties in war-torn . The narrative emphasizes themes of unchecked ambition, treacherous betrayals, and acts of heroic defiance amid the era's turmoil. The story structure revolves around a campaign mode consisting of battles to conquer 15 territories, with playthroughs featuring 5-10 stages depending on the character's path and strategic decisions. These choices influence alliances and outcomes, leading to multiple concluding variations that reflect the consequences of the player's path in the struggle for Japan's future.

Gameplay

Core Mechanics

Devil Kings, known in Japan as , employs a hack-and-slash system centered on combo-based attacks executed with character-specific weapons like swords, spears, and other melee tools, supplemented by special abilities to chain fluid sequences against hordes of enemies. This style draws inspiration from Capcom's series. Central to the mechanics are Basara Arts, powerful super moves unique to each playable character that unleash devastating area-of-effect attacks or targeted strikes, charged by accumulating a Basara gauge through successive enemy defeats and successful combos. These arts provide opportunities for high-damage crowd control and stylish finishes, enhancing the spectacle of battles while rewarding aggressive momentum. Enemies vary from basic foot soldiers wielding katanas or arquebuses to elite generals and imposing bosses, the latter featuring exploitable weak points that, when targeted, stagger or expose them for amplified damage. Environmental interactions add tactical depth, such as mounting horses to traverse maps swiftly, perform mounted charges, or evade threats, integrating mobility into combat flow. The control scheme leverages the controller, with the left handling character movement and the right adjusting the camera; face buttons manage attacks—Square for standard combo strikes, for selectable skills, and to trigger Basara Arts when available—while shoulder buttons handle defense via R1 for guarding or directional dodging, and L1 for switching between equipped skills. Difficulty scaling offers multiple adjustable levels, from Easy to Hard, which modify enemy health, aggression, and AI sophistication—higher settings increase foe durability and introduce more evasive or coordinated behaviors, demanding refined combo execution and to overcome.

Progression and Modes

Devil Kings' primary structure revolves around mode, where players select one of 12 playable characters—six initially available and the rest unlocked through —and engage in territorial across a strategic map depicting feudal . The consists of approximately 18 linear stages inspired by historical battles from the , such as the (renamed "Storm on the Great Plains"), with branching paths determined by player choices in alliances and territory selection, allowing for varied routes to total domination. Each character's storyline unfolds through these stages, emphasizing personal narratives tied to historical events, and completing a full with one character typically requires seven or more missions depending on strategic decisions. Progression occurs through a leveling system where experience points () are earned by defeating enemies, breaking defenses, and ensuring ally survival during battles; these points accumulate to raise the character's level up to a maximum of 20, enhancing core stats like health, attack power, and defense. Post-mission, players access unlocked weapons, armor, and costumes—such as elemental swords or protective gear—collected as spoils, which can be equipped to further customize and strengthen the character for subsequent stages. This system encourages repeated engagements to optimize builds, with higher difficulties yielding greater rewards to facilitate stat growth. The game offers as the core single-player story mode for narrative-driven progression, alongside Free Battle mode, which unlocks previously cleared stages for practice or item farming without map constraints. These modes support solo play, focusing on individual campaigns rather than multiplayer elements. Replayability is enhanced by the need to complete multiple character-specific campaigns to unlock all content, with New Game+ carrying over levels, items, and stats for challenging higher difficulties like Hard or . Hidden stages, such as "Battle at Riverglen," become accessible by achieving high mission ranks or fulfilling conditions like defeating retreating bosses on Hard difficulty or above, adding layers of discovery. Resource management involves gathering spoils of war— including over 80 items like health orbs and accessories—from treasure chests and enemy drops during missions, which are then allocated between battles to upgrade equipment and sustain momentum in the campaign. Every 50 kills typically yields a health orb for HP recovery, emphasizing efficient combat to maintain resources across extended conquests.

Characters

Playable Characters

Devil Kings offers 12 playable characters, each drawing from historical Sengoku-era and retainers but reinterpreted with over-the-top personalities, flamboyant outfits, and dynamic combat abilities tailored to their archetypes. unlock these characters by advancing through missions, which also reveal alternate paths emphasizing individual rivalries and personal quests within the broader for unification. The designs amplify historical inspirations—such as strategic prowess or legendary exploits—into anime-inspired flair, featuring bold colors, elaborate weaponry, and theatrical animations to heighten the hack-and-slash spectacle. The characters are:
  • Azure Dragon (Date Masamune): A swift, aggressive leader specializing in rapid combos that build momentum for devastating summons, allowing him to unleash area-clearing elemental blasts. His and crescent-moon motifs underscore his bold, visionary persona, voiced by in the release.
  • Scorpio (Sanada Yukimura): Embodies the hot-blooded hero archetype, wielding dual spears for fluid, fire-infused attacks that emphasize relentless charges and explosive combos to overwhelm foes in close quarters. As a defender of honor, his narrative arc focuses on loyalty and fiery resolve, with Soichiro Hoshi providing his energetic voice performance.
  • Jester (Maeda Keiji): A jovial, party-loving brawler who relies on powerful punches, grapples, and crowd-control strikes to revel in chaotic melee, reflecting his free-spirited historical reputation as a wandering warrior-poet. Voiced by in , his unlockable campaign highlights themes of camaraderie amid the turmoil.
  • Shadow (Fuma Kotaro): Functions as a stealthy , employing agile strikes, clones, and poison-based traps for that prioritize precision over , aligning with his role as a covert operative in the story. True to his enigmatic lore, he remains silent throughout, with no assigned voice actor.
  • Iron Ox (Honda Tadakatsu): An armored powerhouse with sweeps for heavy, area-denying attacks, emphasizing unyielding defense and in battles. Unvoiced in Japanese.
  • Red Minotaur (Takeda Shingen): A thunderous leading cavalry charges and lightning-infused strikes, focusing on strategic and mounted assaults. Voiced by in Japanese.
  • Devil King (Oda Nobunaga): The demonic overlord wielding dark magic and undead summons for overwhelming, destructive assaults; serves as a central in other paths but playable in his own campaign. Voiced by in Japanese.
  • Frost (Uesugi Kenshin): A mystical using ice blades and freezing area attacks for elegant, debilitating combos that slow and shatter enemies. Voiced by Yūko Minaguchi in Japanese.
  • Mad Bull (Mori Ranmaru): A fierce with claw weapons delivering rapid, rage-fueled slashes and explosive charges. Voiced by in Japanese.
  • Reaper (Akechi Mitsuhide): A treacherous schemer employing scythes and shadow manipulation for deceptive, high-damage strikes; acts as a key antagonist in betrayal-focused paths. Voiced by in Japanese.
  • Tenkai (Tokugawa Ieyasu): An ambitious tactician using staff combos and barrier spells for balanced, defensive playstyles emphasizing control and endurance. Voiced by Jin Yamanoi in .
  • Tenzen Yakushiji (Mori Motonari): A cunning strategist with gunblade attacks and tactical summons for ranged precision and traps. Unvoiced in .
Each contributes playstyles to encourage replayability across the game's modes.

Supporting Characters

The supporting characters in Devil Kings consist of non-playable figures who drive the narrative through encounters, event triggers, and rivalries, drawing from reimagined Sengoku-era to heighten the game's dramatic conflicts. These roles emphasize , ambition, and demonic conquest, appearing primarily as formidable opponents in conquest mode stages or cutscenes that unlock story branches. Key figures include Irdene (), an ambitious general leading defensive forces in the Storm on the fight, and Kahz ( Motonari), a cunning employing flooding tactics as a in Flooding Gulthas Nam. Other prominent antagonists are , depicted as a rival in Uesugi-Takeda events despite his playable counterpart, reinforcing themes of strategic warfare through appearances like Ruse at Riverglen. These characters often function as event triggers for alternate endings or mode unlocks, such as supports in later variants, adding depth to the warlord dynamics without direct player control. Visual designs, crafted by Capcom's internal artists, feature exaggerated dramatic poses—such as flowing capes and ominous auras—to underscore their larger-than-life personas in cutscenes and battles. Overall, the supporting cast encompasses additional bosses like () and Orwick (), who enhance the epic scale of territorial conquests and alliances.

Localization Differences

Content Alterations

The localization of into Devil Kings for Western audiences entailed extensive revisions to character nomenclature, replacing historical Japanese figures with fantastical aliases to detach from Sengoku-era specificity. Notable examples include becoming , as , Oda Nobunaga as Devil King, and as Reaper. These renamings extended to supporting figures, such as to Lady Butterfly and to Hornet, fostering a more generic, myth-inspired cast. Thematically, the adaptation introduced a morality framework pitting "Devil Side" antagonists against "Hero Side" protagonists, supplanting the original's nuanced portrayal of warring warlords with a straightforward good-versus-evil dichotomy rooted in fantasy tropes. This shift eliminated overt references to history, reimagining the in a vague, devilish to enhance accessibility for non- players. Story elements underwent substantial simplification, condensing the intricate web of alliances and betrayals from the version into a linear conflict focused on moral alignments, while excising culturally specific dialogues and events for broader appeal. Battle titles were also reworked, such as the historical transformed into the generic "Storm on the Great Plains," further abstracting the plot from its feudal origins. Visually, the release adopted a darker color palette and enhanced effects, including redesigned army aesthetics—Oda Nobunaga's forces reappeared as black knights and Akechi Mitsuhide's as winged demons—while purging Japanese text, symbols, and brighter manga-style elements from interfaces and cutscenes. Certain content was outright removed to align with the fantasy overhaul, including four playable characters like (who had no direct equivalent) and stages heavily anchored in historical locales, reducing the roster from 16 to 12 playable warriors and streamlining the campaign.

Gameplay Changes

The Western version of Devil Kings introduced the priming as a core mechanical addition, where players perform specific special attacks to "prime" enemies, turning their health bar yellow and making them more vulnerable to subsequent attacks for increased and extended combo potential. This also accelerates the filling of the BASARA Gauge, enabling access to powerful Basara special moves, effectively partially replacing the more direct Basara Arts activation from the original Japanese version by tying it to combat priming for strategic depth. Difficulty levels were adjusted to heighten challenge, with the original's rebalanced as in Devil Kings, featuring reduced experience gains (30% less) and exclusion of third-tier weapons, while the original's Hard mode became the new , resulting in tougher enemy , higher enemy health pools, and diminished player durability to emphasize and over the original's more forgiving pacing. Controls and balance saw simplifications for accessibility, including streamlined combo strings without dedicated movelists or secret move inputs, alongside the addition of auto-targeting to lock onto nearby foes during battles, while removing advanced techniques such as certain character-specific skills to reduce complexity and streamline progression for broader audiences. Game modes underwent alterations, with the Versus mode expanded to support more customizable multiplayer battles using the reduced roster, though the story-focused Conquest campaigns were shortened, featuring fewer branching paths and unlockable scenarios due to the excision of four playable characters (from 16 to 12 total) and associated content. Several features were removed to prioritize a more linear experience, including unique abilities for the non-playable characters like Nō and Yoshimoto Imagawa, as well as various unlockables such as hidden weapons and alternate stage variants, aiming to condense the content for Western players while maintaining the hack-and-slash foundation.

Reception

Japanese Reception

Upon its release in July 2005, Sengoku Basara received positive critical reception in , particularly for its stylish action gameplay and distinctive character designs that reimagined historical warlords in a dramatic, over-the-top manner. reviewers highlighted the engaging , which emphasized fluid combos and special moves, as a standout feature that captured the excitement of the while infusing it with fun, exaggerated portrayals of key figures like and . Commercial performance was strong, with the original title selling approximately 167,000 units in during 2005. This initial sales milestone helped establish as a viable series, leading to further entries that built on its foundation. Player feedback in emphasized the game's replayability, thanks to multiple playable characters, branching modes, and versus options that encouraged repeated playthroughs. The later expanded into , including a 2009 adaptation that further boosted its popularity. The overall reception solidified Sengoku Basara as a hit in , with its blend of historical theme and arcade-style action proving popular enough to spawn a long-running series with over 4.1 million units sold cumulatively worldwide.

Western Reception

Upon its release in in October 2005, Devil Kings received mixed reviews from Western critics, earning a Metacritic aggregate score of 64 out of 100 based on 27 reviews. awarded it 5.9 out of 10, praising the detailed character models and brutal special attacks but criticizing the repetitive and lackluster visuals that failed to stand out on the 2. gave a higher score of 7.5 out of 10, commending the fluid combos and entertaining anime-style cutscenes while noting the uncooperative camera as a major frustration during intense battles. Much of the criticism centered on clunky controls and poor localization efforts, which altered historical figures into generic fantasy archetypes—such as renaming with demonic titles and shifting the setting away from the —resulting in a confusing that stripped away contextual depth. Reviewers highlighted unbalanced difficulty spikes, particularly in fights, and the loss of the original game's charismatic flair due to these changes, with over-the-top often described as grating and repetitive. noted that these localization issues limited the game's appeal, despite its solid battlefield mechanics reminiscent of . Commercially, Devil Kings underperformed, selling approximately 30,000 units in , which fell short of expectations and contributed to Capcom's decision against localizing further entries in the series for markets. In retrospectives, the game is often viewed as a botched port marred by its heavy-handed alterations, though its core hack-and-slash action remains playable today via on platforms like PCSX2. A 2025 YouTube analysis describes it as a flawed but nostalgic entry from the PS2 era, appreciating the unlockable characters and combo variety despite the frustrations with story and controls. User scores on reflect some enduring fondness, averaging 8.2 out of 10 from 13 ratings, suggesting appreciation among for its replayability even as the Western version's changes remain a point of contention.

Legacy and Sequels

Series Continuation

Following the release of the original game, developed 2 for the , launching in on July 27, 2006, which built upon the foundational hack-and-slash mechanics by expanding the playable character roster to 24 warriors and incorporating tag-team elements for dynamic combat pairings. An enhanced version, 2 , followed on November 29, 2007, for and , adding six more characters—including former antagonists as playable heroes—for a total of 30, alongside refined Basara Attack systems and split-screen co-op in select modes to deepen multiplayer engagement. The franchise branched into spin-offs with , a 2D fighting game developed by and released in Japanese arcades on April 9, 2008, before a port later that year, featuring 10 selectable fighters from the series with unique movesets inspired by the core titles. Subsequent mainline entries included , released for and on July 29, 2010, in —localized in the as Samurai Heroes on October 12, 2010, for those platforms—which introduced a hero-villain alignment system, co-op campaign progression, and over 30 playable characters to emphasize faction-based storytelling and tactical depth. The series culminated in its most recent mainline installment, , for on January 23, 2014, which streamlined combat with customizable skill trees, larger-scale battles supporting up to 40 characters on screen, and online multiplayer modes, though it remained exclusive to . The franchise marked its 20th anniversary in July 2025 with celebratory events including a cafe collaboration, but no new mainline entries or remakes were announced. Only two titles in the series received localization: as Devil Kings in 2005 and 3 as Samurai Heroes in , with all subsequent releases confined to due to shifting market priorities at . Sequels progressively refined core mechanics like the Basara gauge for special moves and aerial combos, while emphasizing multiplayer innovations such as tag assists and online versus battles, but abandoned the Devil Kings branding after the debut to align with the Japanese identity. As of November 2025, the series remains dormant following a 2020 anniversary re-release of Sumeragi.

Cultural Impact

The Devil Kings localization of Sengoku Basara (2005) spawned a multimedia franchise in Japan that significantly amplified its cultural footprint, particularly through transmedia extensions that popularized stylized interpretations of Sengoku-era history. The inaugural anime adaptation, Sengoku Basara: Samurai Kings, produced by Production I.G. in collaboration with Capcom, premiered on Mainichi Broadcasting System in April 2009, running for 12 episodes and emphasizing over-the-top action sequences featuring rival warlords like Sanada Yukimura and Date Masamune. This series, later licensed internationally by Funimation, was followed by a second season in 2010 and additional OVAs, including Sengoku Basara: The Last Party (2011), which further embedded the franchise's dramatic, ahistorical rivalries into anime culture. Manga adaptations expanded the narrative's reach, with titles like Sengoku Basara: Samurai Legends (serialized in 2007–2009 by Haibara Yak) reimagining game events in comic form, and later entries such as the 2018 announcement of a new serialization by , alongside parody spin-offs like Gakuen Basara (2015–2018), which transposed characters into a modern high school setting. Stage plays, beginning with 's 2009 production at the Akasaka ACT Theater, integrated live-action battles with effects to recreate the games' spectacle, leading to over a dozen iterations by the mid-2010s, including an all-female musical in 2013 that highlighted the series' appeal to diverse theater audiences. These adaptations contributed to the "Sengoku Boom," a surge in public fascination with Japan's , fostering a dedicated "" (history ) demographic through engaging, fictionalized portrayals. In , the franchise cultivated a vibrant fandom centered on and , with characters like inspiring elaborate costumes at events such as and , reflecting the series' emphasis on charismatic, visually striking warlords. Western engagement, limited by the original Devil Kings release, has grown through emulation communities and imports, where enthusiasts access uncensored versions via platforms like , preserving the game's original aesthetic and mechanics. This grassroots interest positions Devil Kings as a in retro gaming circles, with ongoing analyses in 2025 highlighting its innovative combo-based hack-and-slash gameplay as a precursor to more refined titles. The game's influence extended to the action genre, pioneering exaggerated combat that blended historical figures with fantastical elements, paving the way for titles like Nioh (2017), which echoed Sengoku Basara's on fluid, enemy-swarm battles in a feudal Japanese setting. However, the Devil Kings localization—renaming characters (e.g., "Nobunaga" to "Nobunaga the Black") and altering visuals for a generic fantasy tone—served as a cautionary example of over-Westernization, prompting to adopt more faithful approaches in subsequent releases like Sengoku Basara: Samurai Heroes (2010), thereby influencing industry standards for cultural adaptation in global markets.

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