![]() It was just a pain of a grind to get the correct slotted weapons in the past iterations. I really hated the randomization of collecting weapons in missions in DW7/DW8/Warriors Orochi 3. I mean, I really like that you collect scrolls in order to craft your own gear, gems, and items. The character upgrade system is good too. Fighting sometimes feels like I am in a DragonBall Z game since you can dash right into your target after damn near every attack. I even like how if you try to fast travel to a mission, it takes you to the closest fast travel mark. ![]() The watchtowers, bonfires, camps, and cities are definitely work locating for fast travel purposes. I originally thought I was going to end up covering the whole map during Chapter 1, but I didn't want to get burnt out on it. There is just ALOT of stuff going on and I didn't realize the map is just the map of China. With that said, I actually like this iteration after I got used to the battle mechanics and exploration. I noticed more drops in forest types of areas more than if I was surrounded by hundreds of NPCs. ![]() I am not a framerate focused type of gamer, but it definitely could barely hold 30fps. I am playing on Pro using the Movie mode as I assumed it would attempt to lock the game at 30fps. I probably did half of the missions and spent 4.5 hours on that chapter alone. ![]() So I played the first chapter as Wu last night. Just something to engage the player a little bit more.Īlso, what's the deal with being able to charge up trigger attacks? It's interesting that you can do it, but I didn't notice what it changed. Think Yu Jin's trident in DW8XL, where you summon an element that corresponds to one or more of his charge attacks, and performing said charge attack results in a more powerful version of the attack. Some sub-task in fighting that rewards the player with better damage payoffs. There should be more player control and responsibility less automation, but better rewards for doing combos. There should be more reason to use other trigger attacks. Enemy officers should be more aggressive and maybe more evasive, but not have nearly as much health. I think the system has potential, but it needs some expansion and rethinking in some areas. Even musou attack damage leaves me wanting. All these combos and flashy moves lose a lot of their luster when you're just doing chip damage. I can't think of a single game that was made more enjoyable by having damage sponge enemies. Even worse is that the AI's favorite thing to do is not to fight back, but to dodge roll away, making it take even longer to defeat them. Maybe it changes later on, but throughout the YTR on Hard, I was spending nearly a full minute attacking any named unit, just to get the finisher prompt to show up. Thirdly, and perhaps most egregiously when combined with the other aspects, the enemies are damage sponges to the extreme. And a lot of these attacks tend to group enemies up together, so there's little need to be precise. The character jumps for you, changes combos for you, even moves to the enemy for you. Most of it is just mashing square, similar to Renbu. That's the other thing, it's also very very automated. The end of it even automatically jumps into the launch string just by pressing square a bunch, so there was never any reason for me to use the other trigger attacks, except to enjoy their visuals. For Liu Bei, that was the stun trigger attack. Generally, you want to use the trigger attack that has a unique finisher for whatever character you're using. The three different trigger moves all achieve the same thing with no clear advantage in using one over the other. On the positive side, it flows really well (a little too well in some ways) and animates really well too. I like a lot of the game, but I'm definitely of the mind that the combat system is pretty flawed.
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