If you're familiar with the Dynasty Warriors series, then you know the story like the words to "Happy Birthday." It's time to make your own history, and carve your own path. Dynasty Warriors 4: Empires lets you choose how the epic battle was fought, from invasions to defenses and everything in between. It makes you an active strategist in the conflict, instead of just the hired muscle.

Empires is a complete standalone title, unlike some of the other Dynasty Warriors companions to come down the pipe. Choose your commanding officer from dozens of potential candidates, and pick your starting turf. Every plot of land has a ruler, and everybody wants a bigger piece. With your small group of generals, you must claw your way to dominance just like everyone else. This can either be a historically accurate campaign, or a fictional one -- in which all officers are randomly placed together.

The action is still as manic as ever.
Pick an area to invade, and get to it. The battle that ensues is usually standard Dynasty Warriors fare, with the mission being to overtake the enemy's commander to be victorious. Win, and you expand your kingdom, but that's not all. You also pick up bonuses for your performance, and you get to choose what to do with the captured generals from the other side. If they fought nobly and you have the cash, bring them over to your side. Otherwise, just dismiss them to wander without purpose. Obviously, you want to build up your generals and lieutenants, so recruiting one or two isn't a bad idea. Keep in mind that, should you lose, you'll likely find a few of your best men captured, as well.

Of course, you aren't immune to invasions yourself. When this happened, you're forced to defend your home-court advantage. These stages are shorter than invasions, and you really only have to keep your base from being overtaken to be successful. If you're more proactive than that, seek out the prime general invader as another way to win. Just be aware that you're leaving your base vulnerable for the aggressive attackers.

Which general's proposal do you want to listen to?
Between turns, you listen to proposals from your generals -- like the fair and just ruler than you are. Each general gives you his or her recommendations for between-battle actions. Some will restore the troops in each general's ranks, others may find you new lieutenants, and some may even want to fleece your peasants for more gold. Also, during this time, you may get trade offers from other rulers for items or technology, or receive pleas to join forces. Treaties between clans usually last four turns; in this time, you're unable to invade each other. Alternately, if you're asked to help in an invasion, you can choose a joint attack for your next turn. Here, you just pick one player-controlled general (and his/her personal troops) to help your allies' cause. Win, and you'll be rewarded for your assistance. Fail, and at least you didn't have as much to lose.

As you can see, there's a lot more to the game than just hacking and slashing. It's intriguing to see the way the map develops -- which rulers are gaining more power, and who is asking for your help. Someone who's a friend one turn may stab you in the back the next turn. It's more involving (and satisfying) than simply button-mashing your way through level after level of battles.