DYNASTY WARRIORS: ORIGINS

DYNASTY WARRIORS: ORIGINS

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Basic Questions.
Hi, how's it going everyone. Sorry to bother those who got the game and all, but I just had some basic questions that no one bothers to put in reviews of any sort that are easy to find. Mind taking a gander at these and giving me some basic answers? Much appreciated.

01. How's the difficulty compared to the DW8E? I came into the series with that game and it may be easy, but I had my fun with it. So I was wondering if it has any more difficulty or if it is a pretty simple game.

02. How's combat? I mean this in the most basic manner. Has it gone back to multiple kinds of combos like in DW8E or did it do the stupid things from DW9E that made me want a refund of the game? Is there more of a map layout in traditional musou games with bases and roads, or is it the stupid mess of a map from DW9E? How's the camera angle/control and how's the enemy density? That last one was a big thing I wish I could increase back in 8E.

03. How much fun are you having with the game overall? Any of the new things such as maps, way to begin combat, the story and how its told, or the like interesting or noteworthy enough to share with the class and say it's good?
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01. It's been awhile since i've played DW8/E but the difficulty is not that bad i'm playing on the hard mode (you get a ultimate mode when you beat the game once)

02. The combat is very fluid! you can unlock multiple arts for different weapons! combos feel great! the dodge/block/parry feels great!

03. so far I'm really enjoying the story. only have about 7 hours in. I don't want to get into story because that's one thing I'd say you should enjoy yourself!
Originally posted by BigPhil0005_ttv:
02. The combat is very fluid! you can unlock multiple arts for different weapons! combos feel great! the dodge/block/parry feels great!
Can I get a little more clarification on this point? Is it closer to older Musou titles with combos (Button sequences actually having different effects such as weak-weak-strong, weak-weak-weak-strong, etc)? Or is it more like 9E (Where there is one basic weapon combo, a strong attack that acts like a guard breaker, a 'hold shoulder button and press a button to do a specific attack animation, etc)?
Originally posted by Geeky the Cheeky Commando:
Originally posted by BigPhil0005_ttv:
02. The combat is very fluid! you can unlock multiple arts for different weapons! combos feel great! the dodge/block/parry feels great!
Can I get a little more clarification on this point? Is it closer to older Musou titles with combos (Button sequences actually having different effects such as weak-weak-strong, weak-weak-weak-strong, etc)? Or is it more like 9E (Where there is one basic weapon combo, a strong attack that acts like a guard breaker, a 'hold shoulder button and press a button to do a specific attack animation, etc)?
It depends on the weapon.

Sword is very traditional with weak into strong combos. If you've played any dynasty warrior game then you know how to use that weapon

Gauntlets have a weak string and then stances on strong attack. Example, weak weak, strong will trigger a stance and I have the option of a strong or weak attack from that stance with each doing a different attack. Dash attack triggers another stance, which again has two different options to choose from. Even charge attack itself is a stance, which turns into a luffy style pummeling if you've played pirate warriors, or a quicker 1-2 punch. It's actually a pretty interesting weapon.

Chakrams are timing based and its attacks are enhanced if you time your attacks for when your Chakrams return.

Podao has more of a focus on heavy charged attacks and battle arts though I haven't used this one much yet.

Guan Yu can charge attack infinitely but again I haven't used this much.

Basically, each weapon does actually feel and potentially play differently. It isn't just a different visual and a slightly altered attack radius/direction.
Last edited by Horrible Marksman; Jan 14 @ 4:41pm
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Date Posted: Jan 14 @ 2:50pm
Posts: 3