WARRIORS: Abyss

WARRIORS: Abyss

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Some info for anyone wondering what this game is like
Since they absolutely flubbed marketing this game. This is basically a full-blown Warriors game. It's not quite a Vampire Survivors style, the format is more like a roguelite, where you fight waves of enemies, and then go into portals with various rewards, and continue to the boss at the end, etc.. But it can be considered like a blend, since each portal is an arena of hordes.

The gameplay... It's literally Warriors. Every character has their entire movesets from previous games (it's like playing Warriors Orochi 3). Samurai characters have all their Hyper Attacks, musous, it's all there. Enemies can even get juggled.

A super neat thing about this game is that it adds dodge offsetting, very fitting for the roguelite format. If you dodge in the middle of attacks, you can resume the combo string immediately afterwards (even in the middle of Charge moves).

Like a roguelite, you don't keep most stuff you get in runs, but there are still currencies (and bonds) that will give you permanent progress.

This game also has an extremely cool feature where you find other heroes during your run, and aside from various passive buffs, they also 'attach' to your various Charge moves, to pop out and do their own special assist attacks after your moves finish, and a special meter where all your gathered army will start attacking on their own. There's also a bit more to heroes, with stuff like setting formations for different effects.

All in all, as a Warriors Orochi 3/4 lover, this game is an absolute dream and I can't believe they just dropped this randomly like some side dish. This game is an insane love letter that tries something new, while still maintaining the appeal, and feels so high quality overall.
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Showing 1-15 of 19 comments
Yeah its basically warriors orochi 3 lite

It's like playing hades vs 100's of enemies at once. The trade off is instead of map control with bases, the commander units need to be dealt with as they are the main source of aoe spam on the field you are dodging. So it carries that frantic map control feeling of the series on a bite size scale
Draques Feb 12 @ 6:37pm 
Which edition to pick? Is the standard enough?

The other editions just give costume (cosmetic) and currency right?
Just sounds like Soulstone Survivors to me
Originally posted by Draques:
Which edition to pick? Is the standard enough?

The other editions just give costume (cosmetic) and currency right?
Standard is all you need
kyto1984 Feb 12 @ 6:59pm 
Originally posted by Draques:
Which edition to pick? Is the standard enough?

The other editions just give costume (cosmetic) and currency right?
Costumes, and extra currency to boost bonds. Bonds will give let choose extra helpers (all character are unlocked to Play As), and the more you unlock the higher you base stats and max level.
Can't stand the boss system in this game. The trend where games make you deplete a bar to do actual damage to the boss just pads things out so much. Does it really get better later on? First boss took three cycles to die and it just felt incredibly boring.
Zatsu Feb 12 @ 7:54pm 
Originally posted by Tetsuo9999:
Can't stand the boss system in this game. The trend where games make you deplete a bar to do actual damage to the boss just pads things out so much. Does it really get better later on? First boss took three cycles to die and it just felt incredibly boring.
It does get better in the sense that by the 3rd and 4th boss you should have a pretty jacked up character, still I don't think it's going to be possible to just kill them in seconds, unless there is another mechanic after beating the game once (got really close to it, but since all of them spawn ads after a while it became too hard to dodge everything with no health). Maybe the unique weapons add something later on, no idea how to get them though.

Trust me, I don't remember when it started, but I deeply dislike this thing of "you can't stagger or juggle the enemy until you deplete this bar" and it's even worse when you also can't damage them, it's a completely anti-fun mechanic, I just want to combo the enemy to death.
Indigo Feb 12 @ 7:57pm 
Originally posted by Tetsuo9999:
Can't stand the boss system in this game. The trend where games make you deplete a bar to do actual damage to the boss just pads things out so much. Does it really get better later on? First boss took three cycles to die and it just felt incredibly boring.
I have to admit, the bosses are unusually tanky in this game. It's a rough spot for sure. It should get a little better later on with all the stat boosts, bonds, and formation stuff, but I doubt it'll change that much.

I also am really tired of the big trend in gaming these days with armor gauges, which is why I'm not a big fan of Origins. But it feels a little more natural in a roguelite format, since it's really only the big bosses.
We eating good tonight lol
recently just got origins and now koei puts this on the dinner table as dessert .
Geist Feb 12 @ 9:00pm 
Originally posted by Tetsuo9999:
Can't stand the boss system in this game. The trend where games make you deplete a bar to do actual damage to the boss just pads things out so much. Does it really get better later on? First boss took three cycles to die and it just felt incredibly boring.
It feels like they are too tanky at first. But you can kinda just move around until they flash hello and hit them with a charge attack. Really easy with someone like Sima Yi. Just hit Y from range and it will break a good chunk of armor.
Ossie Feb 12 @ 9:21pm 
thanks for the info, im incredibly excited now
Originally posted by Zatsu:
Originally posted by Tetsuo9999:
Can't stand the boss system in this game. The trend where games make you deplete a bar to do actual damage to the boss just pads things out so much. Does it really get better later on? First boss took three cycles to die and it just felt incredibly boring.
It does get better in the sense that by the 3rd and 4th boss you should have a pretty jacked up character, still I don't think it's going to be possible to just kill them in seconds, unless there is another mechanic after beating the game once (got really close to it, but since all of them spawn ads after a while it became too hard to dodge everything with no health). Maybe the unique weapons add something later on, no idea how to get them though.

Trust me, I don't remember when it started, but I deeply dislike this thing of "you can't stagger or juggle the enemy until you deplete this bar" and it's even worse when you also can't damage them, it's a completely anti-fun mechanic, I just want to combo the enemy to death.
Yeah, I got to the final boss and it just doesn't feel like there's a power fantasy at all because of the armor bar. Kind of misses the point of this being a musou roguelike. I'm hoping the metaprogression helps but it doesn't seem like it will ever make these bosses less of a slog.
Indigo Feb 12 @ 9:40pm 
I already had a run where I was able to get the first boss down to around 1/4 HP in just one cycle. I think part of it was that I was sure to get Bolt by then (level 5). So it does seem a little more reasonable once you start scaling up and learning how builds work. Maybe cumulative level had something to do with it, too.

But it's still an oddity and flow break. And they're kind of weird in general, they're just some weird bland monsters in a musou game. At least the rest of the game is a power fantasy, even moreso than mainline Warriors.
Yeah this game would flow a lot better if the bosses either took damage while they had the bar up, or the amount in the bar was lowered. I'm not sure if I can stomach fighting these HP sponges hundreds of times, and I am a big roguelike junkie. Hopefully the cumulative levels helps, but even so I don't consider a thinly veiled forced grind to make the game faster paced is good roguelike game design.
whats the max cumulative level for the characters and what does it do?
Last edited by Tyrant Slayer; Feb 18 @ 1:21am
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