Dynasty Warriors 8 Review
Shu fetish.
Dynasty Warriors 8 once again folds the territorial
conflicts of Three Kingdoms-era China into a histrionic hack and slash:
it’s a formula that’s served Koei well since the turn of the century,
and you’d be foolish to expect anything drastically different here. Yet
while the publisher fair churns out the Warriors spin-offs and add-ons,
the mainline entries always feel like they’ve had a bit of extra love
lavished on them, and that’s certainly evident this time. The recipe may
be familiar, but Dynasty Warriors 8 skillfully addresses fan criticisms in the most engaging, well-rounded entry in the series to date.
It does this not just by adding more stuff, as is the way
of the sequel, but by making that stuff matter. So while a host of new
playable characters takes the roster well over the 70 mark (and thus
making it a bit confusing for the uninitiated), this time they all
handle differently thanks to distinctive moves and special attacks. Take
two of the nine newcomers, for example: the Wu kingdom’s suave Lu Su
sweeps aside opponents with a rake, while Shu’s Guan Xing carries a pair
of wingblades, gliding and swooping across the battlefield. I also
enjoyed Jin’s Jia Chong, albeit less for his combat style than his dark
personality and devious machinations; he’s the kind of ally you can
never fully trust. They’re brought to life with the usual hammy or
overly mannered performances that have grown oddly endearing over the
years, though it’s about time Omega Force did something about the battle
cries of the defeated, which repeat ad nauseam.
Elsewhere the developer does its best to alleviate the
inherent repetition of its simple combat systems, giving each character a
preferred weapon that conveys an attack bonus and a unique
Finishing off an opponent like this is satisfying enough,
but you’ll also benefit in other ways. Defeating officers with a full
health bar or while they’re afflicted with a status effect, for example,
upgrades a series of abilities, of which five can be equipped at any
time. These offer passive buffs like increased fortitude against
projectile attacks, or more frequent item drops. In fact, by the time
I’d finished the second of the four campaigns - each of which lasts
around five hours - every enemy with a title was coughing up weapons,
meat buns, gold, and refills for my Musou gauge, enabling me to pull off
those spectacular special attacks increasingly often.
“
DW8 has a much stronger sense of progression than its predecessors.
The latter is particularly useful when it comes to making
the most of your character’s Rage meter. When filled, a click of the
right stick allows you to go on an extended rampage, and combined with a
Musou attack, you can chain a truly ludicrous number of hits (well into
four-figure territory) until you’ve bled the gauge dry. Essentially you
become a human cyclone, striding forward as clusters of dazed grunts
whirl around you; it’s particularly amusing as Jin officer Zhong Hui,
who waltzes along spinning his finger in the air, casually conducting
this whirlwind of pain.
Indeed, most characters have subtly tweaked movesets, and
everyone benefits from three unique Musou attacks: ground and airborne
variants are joined by a third special move. The latter is your reward
for reaching a higher character level, just one element that gives DW8 a
much stronger sense of progression than its predecessors. It’s
persistent across all game types, too, so you can start the next
kingdom’s story (or a different mode) with the abilities and weapons you
unlocked in the previous one. In other words, starting over doesn’t
feel like a step backwards.
The four campaigns offer more variety, while their
longevity is boosted by branching paths, triggered by failing or
fulfilling certain objectives. In some cases, it’s as simple as
character appearances in later battles; in others you get to play side
stories or several battles in a whole new hypothetical timeline that
rewrites history. The objectives are kept secret until you complete them
or finish the campaign, meaning you won’t have to keep plugging away
using different tactics until you happen across them by accident.
Ambition mode is another successful addition. Offering a
twist on the aptly named Legend mode from DW7: Xtreme Legends, it asks
you to build up a settlement from meagre foundations, turning a
dilapidated camp into a thriving city, fit for welcoming the Emperor to
your cause. Its missions are short compared with the epic battles of the
campaign: brisk skirmishes allow you to pick up materials to develop
shops and facilities, while rescue missions earn you additional fame,
which in turn allows you to recruit allies from battles. Famous officers
bested in duels can be pressed into service as bodyguards, offering
support bonuses as their bonds with you grow, as well as dual Musou
attacks if they’re close by when you let loose.
Again, there’s a tangible sense of progression, each trip outside the
gates prompting a development of some sort, whether it’s the arrival of
a merchant selling animal companions (because who doesn’t want to ride a
bear into battle?) or troops you’d sent to another province returning
with a sizeable haul of materials to forge new weapons. You’re
handsomely rewarded for engaging in successive battles in a single
outing, though with your health bar only replenishing a little between
encounters, there’s always the risk you’ll return empty handed. It’s a
smart piece of design in a mode that is, like so much of Dynasty Warriors 8, a welcome refinement of past ideas.
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