''revamped''
Sure. :ninja:
None of their dynasty warriors games will ever have significant leaps for a loooong time. xD
''revamped''
Sure. :ninja:
None of their dynasty warriors games will ever have significant leaps for a loooong time. xD
I dunno. they completely revamped the series for DW6 when it moved from PS2 to PS3.
And they ruined everything in the process and decimated the existing roster.
I could see them doing that again.
it's been a while since DW8 and they've r__eally pushing DW9 as a major innovation for the series
I can see them taking so long to announce because they really want it to be A Big Deal
DW6 was an odd haphazard pseudo-reinventing that they acknowledge was a failure due to them cutting down on the cast, so I can't imagine them repeating that mistake
Keep hearing they are just going to bundle the series now, putting the Empires and Xtreme Legends stuff in the base game (i.e. Dynasty Warriors 9), as well as make the Empire stuff more in-depth, add a bit more RPG elements (i.e. character creation in the base game) and greater interaction and dialogue between generals (similar to the most recent Sanada game, which even had dialogue choices that changed some things), make the battlefield more fluid and changing etc.
Not to mention more troops on the battlefield then before and larger battlefields in general.
Not major changes, but, on top of probably being on only next generation systems (i.e. Xbox One, PS4) and possessing 'next generation' graphics and textures should make the experience quite revamped and enjoyable.
They really, REALLY don't need more enemies on the map. People think they do, but honestly, having a million guys on screen at once takes something away from it.
Back in DW 3, you fought 4 or 5 guys at a time and you had to run from one cluster to the next. It made you feel like a powerful badass for taking them out, and reaching 1000 kills was an achievement. (Also, archers were scary and overpowered.)
Now? You wipe out 50 mooks at a strike with any given attack (and most attacks cover half the screen), and you reach 1000 kills without trouble in the tutorial stage. There's some good feeling to being an insane god, sure, but… it's also lost some of the scale and scope as a result. It doesn't make you feel more powerful, it just makes them feel like complete fodder peons.
Power creep and spectacle mean every new character has to be flashier than the last, I get it, but...
(Also, archers were scary and overpowered.)
They were? without having to crank the difficulty up?
@The:
Keep hearing they are just going to bundle the series now, putting the Empires and Xtreme Legends stuff in the base game (i.e. Dynasty Warriors 9),
Makes good sense though and I sure hope this applies to Samurai Warriors too.
They were? without having to crank the difficulty up?
I generally had the difficulty higher, but even on easier settings the fact that they had range, there were usually five or ten of them, the shots stunned you, fog of war (low processor power) would sometimes make them invisible, and that yes, they did massive damage, all while almost none of the characters had range attacks, and there were no real dashes or movement boosters yet to clear the gap, meant they kind of sucked. They were scarier than generals in some ways. Back then you actually wanted the arrow armor item, it was essential.
This was also back when Lu Bu was actually crazy scary and overpowered like hell.
I had probably wouldn't gotten pissed off to the point of ragequitting if I had to put up with something like that. That lack of distance closing sounds even worse.
Video is so old I'm pretty sure Jesus is among the people who liked it:ninja:.
But that ending is messed up.
That's what happened with archers ALL THE TIME in the old games.
That video isn't a great example since the guy was at low health the entire video… (But in musou games you often want to stay in red anyway for the musou charge... and your last bit of health is equal to 9/10 of the bar) but that was suuuuper common snipe deaths from nowhere. Even more so in the hardest difficulty.
Dynasty Warriors 9 was just announced, confirmed to be an open-world game similar to The Witcher 3, Final Fantasy XV, and Skyrim. Not much more info given as of yet. Seemingly, a PlayStation 4 and PlayStation 4 Pro exclusive. Is a "rebirth" of the series according to the game director.
It's suppose to have A LOT of added elements akin to an RPG (i.e. fully explorable town with NPCs to converse, that, may have problems for you to solve), including being somewhat story-driven then it has been in the past, with the hack-and-slash gameplay and big battles people love about the series already.
–- Update From New Post Merge ---
First new warrior confirmed: Zhou Cang
I hope that I, as Lu Bu, can aid small children in tedious tasks
What would one call that weapon? Battle saw?
I guess it is some sort of Axe.
they'll probably call it a dragon axe to go along with Guan Yu's dragon blade, or something
Well DW9 has my full attention I look forward to seeing more about it
Yeah I'll believe the hype when I see more of the game.
You don't play Musou games for the plot. (And at this point I generally fast forward through the dialogue much as possible.) They're probably putting their resources into the wrong thing if they're focusing on the overworld and NPCs. ANd not sure how they'd make that really work with any decent sized roster.
Tale of the Three Kingdoms is an epic fantastic story they've never really managed to really tell in game, but… making a big overworld isn't going to fix that.
If its drastically different from what came before that could be a thing but it could also be terrible. Adding city hubs to DW7 screwed that one up entirely because they eliminated the two player couch play to do it.
Don't get me wrong. It could be amazing. But I can't see giant overworld with fetchquests being super compatible with the old combat style, not without having huge gaps in active playtime.
I would much rather they drew some inspiration from the Basara games instead. Those figured out how to make every character and every levels unique and build in shortcuts into the map that all make it way more fun.
I mean, the BEST maps have typically been the smaller ones actually. Big maps you spend forever just crossing cleared out territory to backtrack or arrive at artifically blocked off walls... While in the Strike Force spinoffs, where the smaller map sizes and more limited engagement numbers resulted in far more aggressive enemies. You had to actually prioritize what to kill first otherwise you could easily be torn apart. That is until you built your character into an unstoppable super saiyan killing machine, but what game with a progression system doesn't eventually break with a bit of grinding?
There really is no point in having such a big bland map if a) your game engine can't handle spawning character models to fill said map (frame rate drops and pop ins) b) The ai appears to become collectively stupider as more character models pop up and c) you wipe out all the baddies on screen with one combo and you've only been playing the game for 20 minutes since you bought it. You lose all the awe and grandeur if you manage to figure out the winning formula in less than an hour.
You don't play Musou games for the plot. (And at this point I generally fast forward through the dialogue much as possible.) They're probably putting their resources into the wrong thing if they're focusing on the overworld and NPCs. ANd not sure how they'd make that really work with any decent sized roster.
Tale of the Three Kingdoms is an epic fantastic story they've never really managed to really tell in game, but… making a big overworld isn't going to fix that.
If its drastically different from what came before that could be a thing but it could also be terrible. Adding city hubs to DW7 screwed that one up entirely because they eliminated the two player couch play to do it.
Don't get me wrong. It could be amazing. But I can't see giant overworld with fetchquests being super compatible with the old combat style, not without having huge gaps in active playtime.I would much rather they drew some inspiration from the Basara games instead. Those figured out how to make every character and every levels unique and build in shortcuts into the map that all make it way more fun.
I mean, the BEST maps have typically been the smaller ones actually. Big maps you spend forever just crossing cleared out territory to backtrack or arrive at artifically blocked off walls... While in the Strike Force spinoffs, where the smaller map sizes and more limited engagement numbers resulted in far more aggressive enemies. You had to actually prioritize what to kill first otherwise you could easily be torn apart. That is until you built your character into an unstoppable super saiyan killing machine, but what game with a progression system doesn't eventually break with a bit of grinding?
There really is no point in having such a big bland map if a) your game engine can't handle spawning character models to fill said map (frame rate drops and pop ins) b) The ai appears to become collectively stupider as more character models pop up and c) you wipe out all the baddies on screen with one combo and you've only been playing the game for 20 minutes since you bought it. You lose all the awe and grandeur if you manage to figure out the winning formula in less than an hour.
The combat/combo system is getting completely overhauled according to the game director, and will be more action RPG hack-n-slash (i.e. like the game Nioh, that another Koei Tecmo company is making, but more grand and spectacular looking like past Dynasty Warriors games) then the beat em up hack-n-slash in Dynasty Warriors 8 and lower.
Well goddamn, color me surprised. I didnt think they would do anything major with this game, but from the looks of it it seems to be a huge overhaul. I think it is a good idea. Whether they deliver is another thing though.
It should be noted, when I say it will probably be like Nioh I am simply stating an opinion. However, the game director did confirm the game is getting a major overhaul to it's combo/combat systems and will be quite different, but familiar enough not to isolate old fans of the series.
Honestly, I would have been fine if they had just ditched weapon switch to focus on making individual movesets more distinct and added the party system from DQH
But a major overhaul huh… Looking forward to it, I suppose.
There really is no point in having such a big bland map if a) your game engine can't handle spawning character models to fill said map (frame rate drops and pop ins)
I think they can handle that…...provided the fix fire attacks cause I don't know what they did to them in the last game given how they wreaked havoc on the game's frame rate.
Gameplay Features
Open World
-The reason why the team decides to make DW9 as Open World is they're taking challenges to make new things because as of the last numbered title (DW8), the series is coming to a stale.
-DW9's Open World system takes some references from Toukiden 2, but it won't be the exact same because the nature of Open World in each games are different.
-They plan to reproduce the whole lands of China, but with a focus on livable territories (eg. not steep mountains), and a further focus on places where major battles took place like Hulao Gate or Zhongyuan (Central Plains, Guandu etc)
-Player can move into a city during battles. NEW
-Multiple battles may occur at the same time in different places, and the player will have to make a choice on which battle they want to participate in. NEW
Action/Moveset Revisions
-The team has indicated that they are planning to revise the moveset system from what has been commonly known as Square for normal attacks and Triangle for charge attacks.
-In other words, movesets may be no longer defined as SSST or SSSSSTT (BK's speculation: This doesn't necessarily mean they are considering DW6's Renbu again. I think they could instead consider a more freeform moveset system like in One Piece: Pirate Warriors games that has strings like STS)
-However the team also indicated that they want to keep some other systems like Musou attack to retain the exhilarating feel of one-vs-thousand (Note: In DW8, all characters have 1st Musou, 2nd Musou, Aerial Musou and Awakening Musou)
Some info about Dynasty Warriors 9 from Koeiwarriors forums.
Series became stale a long while ago, but good that they acnowledge it themselves as well now.^^
Fire Emblem Warriors hype!!!
Please let Nephenee be playable please let Nephenee be playable please let Nephenee be playable …
Please let Nephenee be playable please let Nephenee be playable please let Nephenee be playable …
Lyn wouldn't hurt either
Lyn wouldn't hurt either
Lyn HAS to happen. She's such a popular lord, it'd be stupid for her not to be there. Not even gonna hope for that one I'm so certain of it xD
Fire Emblem Warriors has me really excited for the Switch. I wonder what mechanics will they incorporate from the original games to this one? All I can think of currently is switching weapons…hmmm.
Just give me Anna. I ask for so little.
Just give me Anna. I ask for so little.
The moment I saw the teaser I figured somewhere you were losing your shit. How accurate was this assumption?
I would be hyped if I was not sure the game would be totally filled with characters from FE11 up. At least they were pretty honest about it in the teaser, so no one can be disappointed later.
I suppose Lyn may get in, but one character is not enough for me to go after a game.
Just Chrom being present means nothing. Awakening brought attention back to the franchise, hence focus on it on the trailer, and even that game had random dimension travel shenanigans to allow Lyn, Ike, Marth, and others appear as characters in maps.
So even if for some reason they only focus past awakening, there's still no reason to not include all these characters from previous iterations. Particularly given it's a Warriors game.
Just Chrom being present means nothing. Awakening brought attention back to the franchise, hence focus on it on the trailer, and even that game had random dimension travel shenanigans to allow Lyn, Ike, Marth, and others appear as characters in maps.
So even if for some reason they only focus past awakening, there's still no reason to not include all these characters from previous iterations. Particularly given it's a Warriors game.
I am saying that more based on the five jewels that makes the game logo, each with a sword belonging to Chrom, Corrin, Xander, Ryoma and Marth.
You would expect them to at least make it 5 main characters from different games even if they were planning on focusing on specific games. But making 3 of the 5 coming from the same game is almost an statement (an statement saying "don't even bother expecting anything else").
Sadly for me, almost every character I like comes from FE4 or 7 + some from 6 and 9.
@.access:
I am saying that more based on the five jewels that makes the game logo, each with a sword belonging to Chrom, Corrin, Xander, Ryoma and Marth.
I thinl the last one was Ragnell. Chrom's sword is the same as Marth. Different, but same sword.
The moment I saw the teaser I figured somewhere you were losing your shit. How accurate was this assumption?
I was fanboying like crazy on Discard, using GASP in all caps and shit like that. Then the video froze and I panicked, I wanted to see HD Chrom XD
@.access:
You would expect them to at least make it 5 main characters from different games even if they were planning on focusing on specific games. But making 3 of the 5 coming from the same game is almost an statement (and statement saying "don't even bother expecting anything else").
Sadly for me, almost every character I like comes from FE4 or 7 + some from 6 and 9.
It's because those characters have been in the recent eye, which doesn't automatically mean older characters are a bust.
Koei has to think about this a bit; unlike Zelda, there's MUCH more Fire Emblem characters and more ideas for generic enemies and stuff like that. You'd want to mix up the character style too - so it's likely we won't be stuck with just sword lords (Hector and Ephraim hype). And mounts!
At the same time, I AM a little worried they'll just take the SMT route…and this is coming from a guy that would happily play as Lucina and Chrom for hours.
@.access:
I am saying that more based on the five jewels that makes the game logo, each with a sword belonging to Chrom, Corrin, Xander, Ryoma and Marth.
You would expect them to at least make it 5 main characters from different games even if they were planning on focusing on specific games. But making 3 of the 5 coming from the same game is almost an statement (an statement saying "don't even bother expecting anything else").
Sadly for me, almost every character I like comes from FE4 or 7 + some from 6 and 9.
Fair enough, but even then, we're talking about a Warriors game… even if at first there's a lot of post-11 stuff, we can look back to Hyrule Warriors and note how they later on had batches for twilight princess, majora's mask, wind waker, and other things. There is no reason, given that, for them to ignore stuff that came before.
The real question for me would be how much they'll have from the SNES games that were never localized or made international in any way. But Elibe and Tellius I can confidently feel safe will have content. Which works for me since those are my favorites.
The weakness of fire emblem is that the main characters are pretty homogeneous, from Marth to Roy. And back with ike and chrom between them. And magic with the avatars.
Is like when you gather the main characters of shonen manga or power rangers, you get a disproportionate number of sword users. And males.
HW incorporated Zelda mechanics by finding items in chests on the battlefield. I could imagine a convoy?
And then we have effective weaponry and some crits.
How about Ephraim and Hector? One uses a spear and the other uses an axe.
Lyn and Hector are some of the more unique heroes, both from the same game. Ephraim having spears is interesting, and then there's Micaiah also being far from the norm. Then some that were kinda lordish? Like Elincia being a pegasus knight with swords.
Omg, I want Elincia in this.
I'd rather If they didn't put mounted units, it feels weird when in the warrior games you have big characters, like link with epona or link with final weapon, the game is made with the closer perspective in mind.
But its almost impossible to happen, pegasus units, the green and red cavaliers, and some dragon knights are indispensable, I hope they handle it better than Hyrule warriors
I just want my blue kitty boyfriend, Ranulf. Come on, Team Ninja! Look at the number of characters you put in Zelda Legends! Ya'll can put a laguz in. Make it the right laguz.
The Marty Party begins again.
Koei Tecmo is additionally bringing Nobunaga’s Ambition: Sphere of Influence and Romance of the Three Kingdoms XIII
I imagine being on the Switch the game will be a little limited on size, but they should still be able to fit 40 or so characters in at least. Obviously they'll be more slanted towards the two recent games but there should still be room for at least the Lords since the GBA era.
My ideal but vaguely realistic character list:
! Marth
Caesar
Camus
Gharnef
Tiki
Roy
Lucina
Zephiel
Eliwood
Hector
Lyn
Jafar
Ninian
Nergal
Erika
Ephraim
Seth
Joshua
L'Arachel
Lyon
Ike
Soren
Elincia
Ashnard
Black Knight
Micaiah
Sephiron
Chrom
Robin
Lissa
Frederick
Donnel
Olivia
Lucina
Anna
Aversa
Corrin
Azura
Xander
Ryoma
Takumi
Leo
-Sister of choice-
That would be 43 characters, which I think is viable. The other option is to make a story focusing on Awakening/Fates with older characters as DLC.