IDFinners of Just Press Start writes:
"With most grand strategy games you acquire the role of a king but the identity of a country. Who you are and who you are against matters only in militaristic terms, and the human side of conflict is all but absent. Sengoku sets itself up as a game as much about characters as it is about war, and feudal Japan is certainly the perfect place to explore this strategic slant. It is 1467 and civil war has broken out, Shogun status is up for grabs and any clan leader, Kokujin or child of privilege could potentially claim the title. It is your goal to unite Japan through war, diplomacy and subterfuge, but does the human touch manage to make you care, or is it merely trying to distract from some underlying flaws?"