Samurai Bringer

Samurai Bringer

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Waywardman Apr 25, 2022 @ 9:45am
Needs new mode and challenges
I am abit slow I only got to the true ending after 20 hours, I must say what a childhood dream came true! It's like playing those SD BB Gundam toys again and I love the Sengoku era. This game looks like the best game I missed that should have been on the sfc/snes!

But after beating the game the game really lack challenges and purpose to keep playing, my endgame character just can't die anymore and I need something harder or a new mode to keep playing.

Perhaps a endless mode or ladder mode of some sort to keep this game alive!

I LOVE this game.
Last edited by Waywardman; Apr 25, 2022 @ 9:47am
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Showing 1-10 of 10 comments
Waywardman Apr 25, 2022 @ 10:30am 
Originally posted by turbogum:
I said it in another thread, but I'd honestly love to see something like an arena mode where you fight scaled up versions of all the different generals, maybe with a diifferent progression system so that you can actually make full use of all these cool different movesets and builds instead of facerolling hordes of weak enemies.

I really like musou games, but this one kinda lacks the challenge after a bunch of runs, unless you deliberately handicap yourself by using just the base movesets that the generals come with, some are definitely much weaker than others.

Exactly man, all the fun mechanics and cool moveset system we just need something to boost them and put them into good use and make the game more fun,

Anyway i am trying the advance the time abit further into later dates to see what happens. The furthest I have go is something like 40 plus days just enough for the achievement then the game glitched haha.
William Shakesman Apr 25, 2022 @ 3:08pm 
Its a musou game at heart. You have piles of cool moves but not a lot of really technical moves. You are either juggling a soldier to death or he is roasting you. The power curve is weird and but I find experimenting fun even if it is all unnecessary
William Shakesman Apr 26, 2022 @ 7:50am 
I feel part of that is true to the musou genre. In WO4 you either get one shot or you one shot everyone with no middle ground for skillful play and no meaningful growth period where things are tough but fair.

But that said, every good moveset looks the same and every crappy moveset looks the same. Which is also true of musou weapon craft... either its slay range speed or its samidare storm death cloud.

I dont know where I am going with this. They are problems but they are problems Koei has been unable or unwilling to solve for over 15 years.

I would like to see it all fixed but at the same time I am not sure how I would without changing genres or approaches hugely.
Raikov Apr 26, 2022 @ 11:35am 
The challenge comes from not using the overpowered stuff, like in Elden Ring. Moreover, this game's progression is meant to take you from that stage of barely dealing damage by swinging a normal sword around, to flying around the map shooting waves of destruction around you as you go.

That's the whole shtick of a musou game, to be honest - going from "slightly above average general" to "anime protagonist" by the end. Not sure if that's an issue when that's the whole point of the genre, but it could be cool to add higher difficulty settings that make AI use more powerful combat arts while power-step-canceling much more frequently.
MayoSucks Apr 26, 2022 @ 12:09pm 
I get where you're coming from and think a separate boss rush mode or something would be cool. Then you could min/max a build with the best speed vs power, barrage-y combo driven setup possible and make full use of the systems. There is for sure some appeal to that!

I do want to say though that the most fun part of the game to me is making all of the crazy moves and barrages. Pretty much everything kills super easy, and so doing it in the most flashy way possible is a great time. To me the big selling point of all of the characters is that you can see how they do the cool things they do, and then mix and match those things to do really fun combos with some dope looking weapon. I keep getting surprised by some move coming out of a jumble of skills I wouldn't have thought of.
William Shakesman Apr 26, 2022 @ 5:15pm 
Originally posted by Raikov:
The challenge comes from not using the overpowered stuff, like in Elden Ring. Moreover, this game's progression is meant to take you from that stage of barely dealing damage by swinging a normal sword around, to flying around the map shooting waves of destruction around you as you go.

That's the whole shtick of a musou game, to be honest - going from "slightly above average general" to "anime protagonist" by the end. Not sure if that's an issue when that's the whole point of the genre, but it could be cool to add higher difficulty settings that make AI use more powerful combat arts while power-step-canceling much more frequently.
I don't think that's the case because again there is just no middle ground. You either shred or you tickle and GET shredded, at least versus officers. There's no sweet spot where you can get to that Souls style bushido stuff and pretend X is fair but Y is cheese. The whole GAME is cheese. You literally cannot use 3/4ths the game's movesets without tweaking. It would be like playing WO4U and trying to avoid 1 button deletion characters, which will not give you a challenge but instead acquaint you with that game's awful checkpoint system.

I will agree it's a garbage roguelite by genre conventions but to me it feels like less of a roguelite and more "WO3/4 infinite mode as its own game but better" where it succeeds wildly both at the price point against stuff like Vampire Defenders and also makes an extremely good argument against WO3U and WO4U
Raikov Apr 27, 2022 @ 10:10am 
That's how musou games work in general. The difference is what color you "big smash" waveclear stuff is, as well as the style of your character and movement. The outcome of gameplay is almost entirely the same experience. If you want more protracted engagements in a musou game, you need to play at low level and avoid the "Lu Bu" generals until you have enough HP and damage to sufficiently party with them.

People will find a way to complain about anything these days lmfao. Being a whiny crybaby is all too common a personality trait in modernity. Enjoy your pilpul.
Waywardman Apr 27, 2022 @ 12:03pm 
Well to be fair this is a musou style game but still a rogue-lite. There's nothing wrong with wanting(and not asking) for new modes or challenges to keep start a new run for a reason, because we love this game. As for now once you get the true ending you get so OP and there's no reason to keep playing. And some form of endless mode or boss rush for a rogue-like would really makes the game more fun for people who wants to keep play.

I am not trying to prove or argue with anything or anyone here but I just wanna express my idea of what would make the "fun" in my eyes. Fun is what we are looking for in this little gem right?
Misfit Apr 27, 2022 @ 12:37pm 
amazing game, just did all achievements.
also wish there would be a bit more to do, but for that price its already one of the best buys this year.
some sort of scaling or hardmode would be good, once you get rolling nothing cant stop you atm.
Kitsunin Jun 12, 2022 @ 2:55am 
The idea that it's impossible to design a musou game to have a progression system in which you have to do something during the run to be able to win it, is so blatantly obviously false that just...wtf? Those two weren't being reasonable at all. Great games can have areas which could be improved FFS, no need to be a jerk.
Last edited by Kitsunin; Jun 12, 2022 @ 2:57am
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