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Musou fans: In light of Hyrule Warriors, I want to learn more about this genre

Neiteio

Member
I'm quite hyped for Hyrule Warriors, but not for the fan service alone.

I mean, sure, the Zelda brand is the reason I looked at the game in the first place. But I've never been one to buy something for a brand alone. The reason I've remained interested in Hyrule Warriors is because the Treehouse Live demo looked legitimately fun, and fellow gaffers well-versed in the series have explained there is real skill and strategy involved on higher difficulty levels. Also, the wonderful folks at GameXplain are new to the genre, and they came away from the E3 demo of Hyrule Warriors with glowing impressions (warning: ALBW spoilers near the end).

I hope we can use this thread to understand how these games play. Here's my take as someone who hasn't played them yet:

It seems the common misconception is that musou games are mindless beat-'em-ups, but as I've come to understand it, you're not supposed to wipe out every enemy. In fact, in many cases you flat-out ignore them, except for brief altercations where you defend, liberate or recapture a zone on the map, or need to keep a combo string going to power up your character for special attacks that will then make short work of the enemy captains -- mini-bosses that pose a real threat, while the enemy rank-and-file are just meant to soften you up with the occasional potshot or stray hit. For those mini-boss encounters, and the even stronger boss battles that appear to conclude each mission, Hyrule Warriors incorporates L-targeting from the Zelda series, allowing you to target weak points while circle-strafing the enemy and dodging their attacks. In Hyrule Warriors, you also obtain items like the bombs and hookshot, which serve as your sub-weapons and also have utility outside of combat (I.E. uncovering hidden grottos, reaching high places, etc).

So that's the combat, but it appears to be in service to design that's really about battlefield management. In the demoes I watched at E3, it seemed the player character kept being pulled one way or another: "The bridge is about to fall! We need reinforcements!" "I'm going to the Magic Circle! I need someone to watch my back!" "King Dodongo is heading for Hyrule Castle!" And sometimes you're receiving multiple such messages at once, forcing you to prioritize what to do. It's not just the messages you receive that pull you every which way, but also the situation changing in real-time on your mini-map -- you'll want to keep as much of it blue as possible, since red indicates enemy-controlled territory, and if I understood the demo correctly, it seems enemies have morale that increases as the tide turns in their favor. It also seems there are sequences you need to carry out in order to trigger certain events that are key to winning the battle -- for example (Twilight Palace spoiler),
opening the Fairy Fountain so you can call down the moon from Majora's Mask and knock the dragon Argorok to the ground where you can reach him
.

The character you choose will drastically change how you play, of course. So will the weapon you equip. And then it would appear there is a progression system where you unlock new special attacks and perhaps modify your character's attributes in other ways. The rupees you collect in Hyrule Warriors are said to have multiple purposes. I'll be interested to see what kind of character development there may be from a gameplay perspective.

And that's where you musou fans come in: Can you please help explain how these games play, from your viewpoint as someone well-versed in the series? Can you explain how the experience changes from one difficulty level to the next? Can you explain the "gameplay loop," so to speak, and how each Warriors title generally goes in terms of progression, I.E. the campaign, other modes, character growth and unlockables? What keeps the gameplay fresh, and the challenge varied, I.E. changing scenarios, enemy tactics, etc? I'm genuinely interested to know more, and I think this is one series that could use some clarification on these boards. :-)
 
I haven't played Dynasty Warriors till the PS2 games, but I remember enjoying the hell out of them.

The main loop was basically: kill guys, move to the next section, kill a general and his army, move to the next section and so on. Hyrule Warriors looks a lot more complex than what I played back in the day. But then again, my last Musou was DW5, so I have no idea where the genre has gone since then.
 
For me I just love it for the insane ass shit you can do. On the harder settings you do need to manage the battles fairly well though as the enemy AI tends to outclass your own sides VERY easily.

These games are not "button mashers" as people like to think they are. The series has evolved ages ago.
Wow, it looks like in that game you can switch between characters on the fly, in mid-combo even. It'd be cool if Hyrule Warriors allowed that... Also, I don't know if past musou titles have done this, but with all of the battlefield management involved, it seems like letting you jump between multiple protags on the map would be a neat system, similar to switching between captains in Pikmin 3. That way you can multitask across the map. Although I suppose the AI would have to take over for your dormant captains and they may wander off into areas where you don't want them.
 
Wow, it looks like in that game you can switch between characters on the fly, in mid-combo even. It'd be cool if Hyrule Warriors allowed that... Also, I don't know if past musou titles have done this, but with all of the battlefield management involved, it seems like letting you jump between multiple protags on the map would be a neat system, similar to switching between captains in Pikmin 3. That way you can multitask across the map. Although I suppose the AI would have to take over for your dormant captains and they may wander off into areas where you don't want them.

The upcoming Samurai Warriors 4 has this system. You chose two characters for each battle, and can swap between them freely. The character you're not currently controlling is controlled by the AI, and you can also issue commands to it as well.

I'll be making a detailed post in this thread in a little bit, primarily concerning Dynasty Warriors 8, as that's both a title I've been playing a lot over the past months and the most recent DW release.
 
Wow, it looks like in that game you can switch between characters on the fly, in mid-combo even. It'd be cool if Hyrule Warriors allowed that... Also, I don't know if past musou titles have done this, but with all of the battlefield management involved, it seems like letting you jump between multiple protags on the map would be a neat system, similar to switching between captains in Pikmin 3. That way you can multitask across the map. Although I suppose the AI would have to take over for your dormant captains and they may wander off into areas where you don't want them.

I can't think of any that let you do that, but typically you get a mount to ride that speeds up your travel by quite a bit so you can get between points on the map fairly easy. Though there are times where things get cut close.

I don't think it will have character swapping but the move sets on the characters seems a lot more fleshed out from what I've seen.

does each little character really need a seperate life bar? Looks like you are fighting an army of bars.

They actually do, blowing your load on something that has almost no life left would be a major waste or resources and with how hectic things can get you can't really manage to keep track of who you hit doing what.
 
The upcoming Samurai Warriors 4 has this system. You chose two characters for each battle, and can swap between them freely. The character you're not currently controlling is controlled by the AI, and you can also issue commands to it as well.
That sounds awesome!

I'll be making a detailed post in this thread in a little bit, primarily concerning Dynasty Warriors 8, as that's both a title I've been playing a lot over the past months and the most recent DW release.
Really looking forward to your post. What I've seen of this series looks fun, but I can understand how some people are skeptical, so some insights from the veterans would be helpful. :-)

does each little character really need a seperate life bar? Looks like you are fighting an army of bars.
Maybe the life bars are unique to that installment. There don't appear to be any life bars for the basic enemies in Hyrule Warriors...
 
If you're inpressed by the switching between multiple people, pick up Samurai Warriors Chronicles for the 3DS if you have one. Excellent game that justified my launch purchase of the 3DS for me. You'll eventually be able to control 4 different characters in a mission ala your Pikmin 3 example. They're controlled by AI when not directly controlled by you but you can easily have them run to specific areas.
 
A lot of the complexity at higher difficulties has always been knowing where and when to move to different places on the map, prioritizing targets etc. You can't just run through masses of soldiers as easily when you're not playing default stuff, so there definitely comes to be skill involved, even as far back as like DW3 and 4 this was true. I wouldn't say the series has advanced THAT much over time, lots of little improvements. But the basic gameplay is just generally deeper than people give it credit for. That said it's not much mre complex than what you've seen in footage at its most basic level: Get objectives, run around map murdering things to accomplish them. Difficulty just affects the care and precision with which you need to manage this stuff.

Re: Life bars, it's been ages since I've played any DW game, but I want to say it's just a dpad command to toggle them on and off or something. They absolutely are useful though.
 
If you're inpressed by the switching between multiple people, pick up Samurai Warriors Chronicles for the 3DS if you have one. Excellent game that justified my launch purchase of the 3DS for me. You'll eventually be able to control 4 different characters in a mission ala your Pikmin 3 example. They're controlled by AI when not directly controlled by you but you can easily have them run to specific areas.
Thanks for mentioning this, I adore the 3DS but never considered this title. That sounds really interesting. :-)

A lot of the complexity at higher difficulties has always been knowing where and when to move to different places on the map, prioritizing targets etc. You can't just run through masses of soldiers as easily when you're not playing default stuff, so there definitely comes to be skill involved, even as far back as like DW3 and 4 this was true. I wouldn't say the series has advanced THAT much over time, lots of little improvements. But the basic gameplay is just generally deeper than people give it credit for. That said it's not much mre complex than what you've seen in footage at its most basic level: Get objectives, run around map murdering things to accomplish them. Difficulty just affects the care and precision with which you need to manage this stuff.

Re: Life bars, it's been ages since I've played any DW game, but I want to say it's just a dpad command to toggle them on and off or something. They absolutely are useful though.
How does enemy behavior change from one difficulty to the next? I imagine you can't just squeeze through a crowd of them when trying to reach an objective on a higher difficulty, because they won't stand around and more of them will try to hit you more often, correct? Also, what kind of character progression is there? In the live demo for Hyrule Warriors, the Treehouse guy said rupees would be used for multiple purposes, but he didn't specify what...
 
Question: After just realizing that Warriors Orochi 3: Hyper is on Wii U (being a blend between Dynasty Warriors and Samurai Warriors), would it be good to pick this game up and get acquainted with its style to have a feel for Hyrule Warriors?
 
The mowover enemies become much more of a nuisance in higher difficulties. They can often knock you back or stop you from running or riding if on a horse. On the hardest of difficulties, it becomes a game of not getting hit because you'll die in just five or six hits unless you have a maxed out character.
 
Question: After just realizing that Warriors Orochi 3: Hyper is on Wii U (being a blend between Dynasty Warriors and Samurai Warriors), would it be good to pick this game up and get acquainted with its style to have a feel for Hyrule Warriors?

It's the best Warriors game imo :P
 
The mowover enemies become much more of a nuisance in higher difficulties. They can often knock you back or stop you from running or riding if on a horse. On the hardest of difficulties, it becomes a game of not getting hit because you'll die in just five or six hits unless you have a maxed out character.
That sounds brutal. How do you avoid being hit? Is it all about hitting your enemies first, or can you block their attacks? Do you have invincibility frames when dodging?
 
I really want to play at least one Musou game before Hyrule Warriors hits to get a better feel of these games, but there's so many games and so many re-releases that I just don't know where to start!
 
That sounds brutal. How do you avoid being hit? Is it all about hitting your enemies first, or can you block their attacks? Do you have invincibility frames when dodging?

You can block, but it's more about weaving in and out and abusing how much better your attacks are
 
I think I'm one of the few people in the world that thinks Ninety Nine Nights is one of the most underrated / overlooked titles of last gen - it turns a musou game into a score-attack / combo builder type puzzler almost
 
Wow, how to explain musou/warriors...well generally gameplay-wise they're pretty simple.
The point at which you trigger a charge attack in your combo creates a different effect. So "Square, Triangle" (replace with whatever buttons match that position on your controller of choice) will have a different effect from "Square, Square, Triangle" and so forth. Every character will have the same combos but the effects may vary, and you really just have to find the "bread and butter" combos for crowd control or single target applications. As soon as you recognize the best combos for a character then normal mode becomes a breeze. Check your victory/defeat objectives (they don't mention that you getting killed is one of those conditions but it's kinda obvious). Your team will always suck way more than you, leaving you to be the one to carry the mission to completion almost all the time. In consideration for normal mode, you really only need to go after enemy officers/generals/captains/whatever.

In terms of morale, well it sort of matters and sort of doesn't. Capturing a zone really just makes it easier to traverse for yourself. Your teammates also won't sit in the zone going after every last fodder enemy either.

Harder difficulties just makes everything hurt more. Even fodder can make short work of you, and ranged is even worse. Blocking and dodging become a much bigger consideration. You can basically do harder difficulties when you're upgraded for an easier time. Also, usually the best weapons are dropped/unlocked in the highest difficulties.

This is just musou in general though. I didn't watch too much of Hyrule Warriors since I didn't want to spoil myself too much before playing it. Hyrule warriors will probably have its own little nuances that will separate it from the other series, like most of the spinoffs. I'm not a musou pro by any means so this rundown is really quick and basic. I've recorded a couple of videos of Dynasty Warriors Gundam 3 if you want to see more warriors gameplay, mostly for a friend who wanted to see my approach to the "final mission". I'm not great at the game though so obviously you'll find better gameplay videos if you decide to explore youtube a bit.

http://youtu.be/QQ9rxRaHYOI
http://youtu.be/wu6bM5gELB4

Edit: Orochi 3 Hyper is a great place to jump in. There's a LOT of content in that game and contains pure musou. I think the game only really differentiates itself from other musou games with the 3-character switch system, weapon upgrading system and power/speed/technique designations for each character.
 
Question: After just realizing that Warriors Orochi 3: Hyper is on Wii U (being a blend between Dynasty Warriors and Samurai Warriors), would it be good to pick this game up and get acquainted with its style to have a feel for Hyrule Warriors?

Yeah it's pretty good, there's lot of content. It should be really cheap for the Wii U know physically if you can find it. (still full price digitally) There's also a few characters from other Tecmo KOEI games in WO3 like Ninja Gaiden, Hundred Year's War, Troy Musou, DoA, etc.

Ultimate versionis coming for PS3/4 too, if you one have one.
 
I remember not being too impressed by the series in PS2 days.

I had stayed away up until One Piece Pirate Warriors 2 went on sale for a song in a PSN sale. Ended up really enjoying it. Aside from various gameplay improvements that had occurred in the meantime, I found that One Piece's over-the-top cartoony universe lent itself much, much better to the general formula of the series. The main Musou series' alt-history fanfic of realistically-proportioned Chinese/Japanese warlords roaming around the battlefield and whisking armies of dudes into the air with their every swipe struck me as a form haphazardly tacked onto a function. Luffy and his merry band of whacked-out, superpowered pirates juggling 80 dudes in the air, now that feels right.
 
Anyone interested in musou should check out the excellent community thread that we have.

Question: After just realizing that Warriors Orochi 3: Hyper is on Wii U (being a blend between Dynasty Warriors and Samurai Warriors), would it be good to pick this game up and get acquainted with its style to have a feel for Hyrule Warriors?

Do you have a PS3, PS4, Vita, 360, or Xbone? If so, wait for Warriors Orochi 3 Ultimate this fall. It adds more characters/content/game play and has a better framerate than the Wii U WO3 Hyper.

I have to admit, WO3 feels a bit dated now after DW8 and especially Samurai Warriors 4 (I imported it and had a blast playing through-- it's the smoothest/fastest Koei musou game to date), but it's still awesome and definitely worth a purchase. I would also recommend Capcom's excellent Sengoku Basara series. 4 is the latest and would need to be imported.
 
Anyone interested in musou should check out the excellent community thread that we have.



Do you have a PS3, PS4, Vita, 360, or Xbone? If so, wait for Warriors Orochi 3 Ultimate this fall. It adds more characters/content/game play and has a better framerate than the Wii U WO3 Hyper.

I have to admit, WO3 feels a bit dated now after DW8 and especially Samurai Warriors 4 (I imported it and had a blast playing through-- it's the smoothest/fastest Koei musou game to date), but it's still awesome and definitely worth a purchase. I would also recommend Capcom's excellent Sengoku Basara series. 4 is the latest and would need to be imported.

360 is the only one of those I have right now. But hey, I can wait a bit then. Got plenty of games to tide me over throughout August.
 
Here is what you need to know:

XXXXX Triangle
XXXXX Triangle
XXXXX Triangle

Also: Enjoy playing the same stages, fighting the same people rinse and repeat for 80 hours.
 
Anyone interested in musou should check out the excellent community thread that we have.



Do you have a PS3, PS4, Vita, 360, or Xbone? If so, wait for Warriors Orochi 3 Ultimate this fall. It adds more characters/content/game play and has a better framerate than the Wii U WO3 Hyper.

I have to admit, WO3 feels a bit dated now after DW8 and especially Samurai Warriors 4 (I imported it and had a blast playing through-- it's the smoothest/fastest Koei musou game to date), but it's still awesome and definitely worth a purchase. I would also recommend Capcom's excellent Sengoku Basara series. 4 is the latest and would need to be imported.

Don't have SW4, but DW8 is a step down from WO3 imo, even with the rock-paper-scissor system, mostly because you have to spend so much time grinding in Ambition mode if you want to craft your perfect weapon.
 
And that's where you musou fans come in: Can you please help explain how these games play, from your viewpoint as someone well-versed in the series? Can you explain how the experience changes from one difficulty level to the next? Can you explain the "gameplay loop," so to speak, and how each Warriors title generally goes in terms of progression, I.E. the campaign, other modes, character growth and unlockables? What keeps the gameplay fresh, and the challenge varied, I.E. changing scenarios, enemy tactics, etc? I'm genuinely interested to know more, and I think this is one series that could use some clarification on these boards. :-)

Well the general difference in difficulty levels is that of course enemies hit harder, sometimes more aggressive and have much more health. The main thing you start to see is that you see what characters' moves are safe or unsafe. You learn should you do their sixth charge move that clears a wide range around them but leaves you open or whatever or do quick moves instead. You also see what moves are mobile or lets you move around cause generally the most terrifying enemies at the hardest difficulties aren't enemy officers but random archers that generally turn you into a pincushion pretty quickly.

Generally progression goes in that there's a story mode where they generally give you a selected number of characters to use or choose whoever you want. Characters usually get unlocked as you get to use them in story mode for free mode (which lets you play any unlocked stage with whomever). Every character has their own levels (which they gain more moves, health, stats, etc) but generally leveling isn't that painful. You can also customize your weapons by attaching skills to them.

In battle, it is generally a balance of keeping up with the different missions they present (usually involves making sure things get captured or NPC survives) and depending on the game keeping your morale high enough so that your NPCs don't start dropping like flies. There's at times picking what mission you wish to go for since the maps aren't small and you can easily find yourself running from one end to the next. While people say it is you clearing out massive amounts of enemies, generally you only attack the peons to refill your musou gauge or bring up your KO count. You almost never are expected to clear the field of all your enemies. Everyone has generally their own moveset so it does become interesting in finding out what works for them and musou games usually have lots and lots of characters for you to try out. Each game also comes with their own set of gameplay differences that allows you to try different things like jump cancelling, step cancelling, etc.

I guess the best way I like Musou games is that there's a lot of options for you to do. It is always something I can go back to and find something new to do it in.
 
It seems the common misconception is that musou games are mindless beat-'em-ups, but as I've come to understand it, you're not supposed to wipe out every enemy. In fact, in many cases you flat-out ignore them....

So that's the combat, but it appears to be in service to design that's really about battlefield management. In the demoes I watched at E3, it seemed the player character kept being pulled one way or another: "The bridge is about to fall! We need reinforcements!" "I'm going to the Magic Circle! I need someone to watch my back!" "King Dodongo is heading for Hyrule Castle!" And sometimes you're receiving multiple such messages at once, forcing you to prioritize what to do. It's not just the messages you receive that pull you every which way, but also the situation changing in real-time on your mini-map -- you'll want to keep as much of it blue as possible, since red indicates enemy-controlled territory, and if I understood the demo correctly, it seems enemies have morale that increases as the tide turns in their favor. It also seems there are sequences you need to carry out in order to trigger certain events that are key to winning the battle -- for example (Twilight Palace spoiler),
opening the Fairy Fountain so you can call down the moon from Majora's Mask and knock the dragon Argorok to the ground where you can reach him
.


....

And that's where you musou fans come in: Can you please help explain how these games play, from your viewpoint as someone well-versed in the series? Can you explain how the experience changes from one difficulty level to the next? Can you explain the "gameplay loop," so to speak, and how each Warriors title generally goes in terms of progression, I.E. the campaign, other modes, character growth and unlockables? What keeps the gameplay fresh, and the challenge varied, I.E. changing scenarios, enemy tactics, etc? I'm genuinely interested to know more, and I think this is one series that could use some clarification on these boards. :-)

Sounds like you have the right idea from the bolded sections. That battlefield management and event triggering is what makes musou. You get to be a force of nature that controls the flow of events in a stage.
 
Here is what you need to know:

XXXXX Triangle
XXXXX Triangle
XXXXX Triangle

Also: Enjoy playing the same stages, fighting the same people rinse and repeat for 80 hours.

I can see why you are doing poorly in the game.

You jump 5 times in a row and then do an air charge.
 
Though, sometimes, wiping out grunt enemies is the right decision. In the Empires spinoffs, keeping officers from respawning fully relies on you depleting their troops to zero, while keeping yours from getting wiped out.
 
Don't have SW4, but DW8 is a step down from WO3 imo, even with the rock-paper-scissor system, mostly because you have to spend so much time grinding in Ambition mode if you want your craft the perfect weapon.

Was referring more to overall game performance/graphics than game play opinions. You can tell WO3 is a few years old now. Ultimate helps this by adding new stuff from the recent games, though.

Although Ultimate has a better framerate than DW8 on PS3/PS4, the next-gen port up is not as impressive. I would still get the game, without hesitation, on PS4/Xbone over the other platforms though.

Cross-posting from the musou thread:
Lyte Edge said:
Warriors Orochi 3 Ultimate PS4 screenshots. The funny thing is that some of these actually look pretty good. Some of the fire effects look noticeably better in this game.

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For comparison, here's a few screenshots of Dynasty Warriors 8 XL Complete. You can see farther into the distance, there's more character detail, and the picture/textures are much cleaner/detailed as well.

 
I felt that campaigns in the older Dynasty Warriors installments were a lot harder. Accomplishing mission objectives are really important because it does affect morale. DW8 is too easy. I can just brute force the entire campaign mindlessly.

In DW4, the Nanman Campaign is by far the hardest for me and the most memorable. It's a great example on how morale can affect your performance based on the conditions you are put through. You are an army that's thrown in the harsh jungle. Your main objective is to subdue the Nanman king Meng Huo numerous times and get their army to join you. Your army starts okay morale wise but your morale will go down fast as enemy soldiers are starting to overwhelm you. Environment conditions such as climate fatigue, poisonous water, and enemy elephants will drain your morale throughout the entire campaign. You have to bear these conditions as you fight through the map. Oh and remember your main objective is to subdue Meng Huo. He runs away with every defeat. Therefore, you must defeat him numerous times by searching the entire map and killing the enemy generals while enduring the harsh conditions. Even on normal difficulty this campaign is difficult.
 
I love the series, but I think my loves comes a lot from the fact that I have only played 6 entries, only 3 beyond the first few hours and only ever finished 2 (I mostly played these in other people consoles as a 2 player game, except for Samurai Warriros which I own for 3ds), so I haven't been burned by the gameplay yet and I really love the feeling of destroying weak enemies when I feel like it.


Can you explain how the experience changes from one difficulty level to the next?

This game has some rpg like stats (attack, defense, the like) and you can levle up your units. When you increase the dificulty the random mobs stat increase with it, if your defense is low enough they can put you in a juggle state and deal a lot of damage. However if your def is high enough you wont even flinch. This means that increasing the dificulty from the start will make the game harder (as you need to mind your steps around the enemy mobs) but still make it really fun because you can still juggle them and kill them (their defense is not enough for them to stop you doing this)

Enemy general AI improves too, so they are better at guarding and trying to hit you when you cant guard. Their stats improve a lot, so you can't just mindlessly run to these guys to kill them.

Can you explain the "gameplay loop," so to speak, and how each Warriors title generally goes in terms of progression, I.E. the campaign, other modes, character growth and unlockables? What keeps the gameplay fresh, and the challenge varied, I.E. changing scenarios, enemy tactics, etc?

This varies from game to game. For example the last one I played: Samurai Warriors Chronicles on 3ds (give this game a try, is fantastic). This game is about the unification of Japan, so you start playing different wars between different clans and switching sides every time to go through the winner story. After you win the game, you are given the option to play as the other team (the ones that cannonicaly lose the war that leads to the unification of japan) so you can play some what-if scenarios, even playing as the guys that were the enemies.

In SW:Chronicles (3ds) the game is just one big campaing that you play as a mercenary, so a lot of the final bosses are actually people that were your allies on earlier stages which is pretty interesting.

Now, there are lots of characters and generally some unlockables in the form of weapons or mounts, however how fresh it keeps the game really depends on you. You can try every single character and level them up to the max, or just play with the ones you like until you are done with the game. The content is massive and if you fall in love with the game you will be playing a lot.

About enemy tactics and scenarios, the interesting thing is that sometimes you return to a previous battlefield but with different situations like defending an area that you attacked in a previous chapter or this time chasing an enemy around the map, or even playing as the enemies. Sometimes you dont even relaize you are in the same battlefield until you are almost dome with it, "wait, haven't I seen this fortress before", and this happens because you are going in the oposite direction.

The objectives mix up the games a lot. Sometimes you are in the middle of something and your base/allies are ambushed, you need to quickly decide if you have the time to finish your objective or need to drop everything to go back. Sometimes you need to chase an enemy down which would lead you straight to the enemy camp, should I do it? can I survive? Sometimes a super powerfull enemy appears that you can barely scratch, you have to get around and get the main objective done before the destroys your allies. Sometimes the enemy summons some enviromental hazzard and you need to stop them, sneaking around and taking out their casters. Sometimes you army is on the run from the start, and you need to secure areas so your main general escape as you try to hold off the enemies chasing you down.

One example, in SW:Chonicles there is one stage where you are in this sort of castle and start surrounded by enemy units, the enemy tries to sneak some ninjas to start a fire and you need to run around stopping them. From that point onwards the fight is just a losing battle, where you try to stop them from taking objectives and making the situation worse and worse.
In the end, while you try your best to prevent the enemy win, the enemy penetrates your defenses and puts their general vs your general. You route him and you win the battle, but your general dies and the story goes on without him)

Wow, it looks like in that game you can switch between characters on the fly, in mid-combo even. It'd be cool if Hyrule Warriors allowed that... Also, I don't know if past musou titles have done this, but with all of the battlefield management involved, it seems like letting you jump between multiple protags on the map would be a neat system, similar to switching between captains in Pikmin 3. That way you can multitask across the map. Although I suppose the AI would have to take over for your dormant captains and they may wander off into areas where you don't want them.

In SW:Chonicles you control up to 4 generals on the field in different positions, and you can change on the fly so you can send a general to objective B across the map while you use your main character to deal with objective A, and then quickly get control of the other general to continue playing, taking care of many thing really fast and being able to react to enemy attacks all around the map. One of the biggest thing I dislike about other entries of the musou games is when you have to travel for a minute across the map, so this setup of the 3ds game is perfect for me.

Edit: In this trailer for SW:Chronicles 2nd (JP only) you can see it in action: http://youtu.be/XuOdK4FynYI?t=1m12s, it is exactly the same for the first 3ds game.
 
I felt that campaigns in the older Dynasty Warriors installments were a lot harder. Accomplishing mission objectives are really important because it does affect morale. DW8 is too easy. I can just brute force the entire campaign mindlessly.

You can, but you likely won't accomplish many extracurricular star objectives, that way. And seeing how a number of those are the only way you'll get to unlock extra story paths, characters and the like? It still pays to have a "method to the madness". Especially if you seek to do this all on the higher difficulties.
 
I've got kind of a love/hate thing with DW8 PS4. Like, I appreciate the everything-including-the-kitchen sink approach, but some ideas (dramatically increase the number of enemies! uncap the draw distance!) weren't entirely thought through: it'll run great for a while and then i'll realize that I've drawn a crowd of hundreds of enemies and the framerate will drop into the single digits.

Sigh, and I know I'll be back in October for SW4.
 
360 is the only one of those I have right now. But hey, I can wait a bit then. Got plenty of games to tide me over throughout August.

Unfortunately, Orochi 3 Ultimate isn't coming to the 360. PS3 is the only last-gen system that it's going to be on. Xbox One is the only MS system it's going to be on.
 
I'm a longtime fan of the series, and I appreciate the games for what they are. But there's undeniably a lot of repetition in the gameplay. That said, I limit myself to only playing one or two of these games per year. The Gundam musou games have so far been my favorite iteration of the series.
 
I've never played any of these games at all, and I am looking for something to satisfy my RPG/"catch 'em all" itch on PS4. Does DW8 deliver in that regard? I couldn't find much mention of the leveling/upgrading system in any of the reviews online.
 
I've never played any of these games at all, and I am looking for something to satisfy my RPG/"catch 'em all" itch on PS4. Does DW8 deliver in that regard? I couldn't find much mention of the leveling/upgrading system in any of the reviews online.

They definitely have a *LOT* of shit to collect and level up and all that jazz if you're a completionist.
 
I've never played any of these games at all, and I am looking for something to satisfy my RPG/"catch 'em all" itch on PS4. Does DW8 deliver in that regard? I couldn't find much mention of the leveling/upgrading system in any of the reviews online.

there's definitely some of that: killing officers/bosses drops gear, your characters level up with use, unlock skills under certain conditions, and you get entirely new characters by beating the story modes under certain conditions

that being said, if you've never played a DW game before, you might want to check out the demos available on for (I believe) DW7 Empires? I think? just to get an idea of the basic gameplay.
 
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