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- There's four types of character this time around rather than just three: Power, Technique, Speed, and the new type Wonder. Power type characters still get super armor while attacking, but they can't withstand certain types of attacks at all, such as grab attacks. Technique type characters can now do a sidestep by pressing Jump while strafing and get bonus damage when they hit airborne enemies with Charge attacks. Speed type characters still have the same stuff as always; that is, they can do an air dash and cancel their own attacks by jumping in both situations. Wonder type characters can knock an enemy off-balance by pressing jump after landing an attack (uses Musou) and also gets bonus damage on off-balance enemies.
- Everyone can duck out of being attacked by pressing the Special attack button to counter, whether they're in the air or on the ground. It's the same animation as if they did it normally, but who cares, you're using it as a 'get off' attack.
- Instead of completing missions for skills per character like in the previous two games, each one only has one skill to start with and has to be promoted for the first time to get a second one. Having a good team that can complement each other is a good idea if you plan on playing on Hard or Chaos later on, but I wouldn't worry so much since I'm sure you'll know enough about how things work so that skill can compensate for a 'poor' team. Just pick whoever you like, really.
- There are bonds in this game. By doing a bunch of various things, you can make fellow officers give more of a damn about each other, which will lead to them coming in the save you with an assist if you're hit while they're on your team, give you a buff after said assist, and hand you a weapon after the battle if they're not on your team for that battle but they're present on the field. You can raise it through parties, but you can't use them to bypass the checks at the first and second section of their meter. For that, you must participate in a fight with them. Keep in mind that one method of bond raising is doing missions. If you succeed, you get 80 points; fail, you lose 40. Yes, you can be booted back down to the previous section if you keep messing up. They get harder as the bond gets stronger, but the difficulty of the mission depends on the active character at the camp, so you can use that to your advantage.
- Some side battles during the story can be locked out unless you raise the appropriate bonds for who they're asking. There's sometimes another requirement, like having a certain person already recruited that may or may not necessarily be part of that battle in person. It's not too big of a deal as long as you use those parties.
- Weapons, instead of you having fuse others into yours to raise their base attack, can now get stronger just from playing as a compatibility bonus. Depending on the star rating, it can go from +7 on a 1-star to +18 on a 4-star. Big star weapons have a rather low base attack, but can have a pretty high compatibility bonus, making them really good if you're willing to put the time into them.
- DW characters have a giant 'fuck off' attack as their Musou which only uses a section of their meter. SW characters have the same shit as always; hold the button to do their attack or let go and use the increased attack speed and invincibility until the meter runs dry. This means that DW can still use Special attacks once they use their Musou, but SW can't, so mind when you use it. If they're in the red or next to someone they've got a strong bond with, they hit harder, and the SW characters get a strong finisher instead of the usual shockwave burst with a pose. Guest and original characters follow either of these two types.
- Don't bother with Gauntlet Mode unless you've beaten the main story or have a strong starting team. We're talking making sure the five you're starting with are at least level 50 before starting in earnest. Since the nature of the mode is 'find exit that's randomly placed,' you can push your luck and try it with a weaker set, but you will be forced into fights at certain points with about five officers on your ass at once, and if you spend too much time, you risk the enemies getting stronger and being able to one-shot you.
- The benefits for promoting a character are better than if you don't because you don't want to start at level 1 again. With the extra stats you'll be pumping in and the extra item slots, you'll be glad you did with your favorite/best character. You can promote up to 9 times and basically be un-killable unless you horrendously fuck up or spend too long in a Gauntlet Mode stage.
- With Gauntlet Mode, you'll be able to make Ultimate weapons with the materials you'll find. Get the ones for your best character and you'll be set since they have a ridiculously high compatibility bonus at +99.
- If your commander/person who needs to stay alive is about to eat shit (if the game says they're on the verge of defeat), you better haul ass to go save them. You should already be on your way to help once you see them struggling. Keep in mind that the higher the difficulty, the more HP every AI character gets, so sometimes it might be better to roll with a higher difficulty than a lower one. All depends on circumstance and your own strength/skills.
Nearly three years ago, Warriors Orochi 3 hit the Japanese shores to much anticipation. Mashing the two worlds of Samurai Warriors and Dynasty Warriors into one complete and utter crazy, time traveling package, the third installment was met with positive reception. Since then, Omega Force has ported the game to the PlayStation Portable and Wii U, and now that the company is familiar with a new set of platforms, Xbox One and PlayStation 4. Adding additional content to the main game and enhancing the visuals, Warriors Orochi 3 has never looked so strong.
If you've played a Dynasty Warriors, Samurai Warriors or Warriors Orochi game in the past, you'll have a good grasp of what to expect. Square and Triangle (or X and Y for Xbox One owners) will be your best friends as hacking through thousands of soldiers in a single ten minute map won't have you breaking a sweat. There's far more to it than just the two buttons, though, as it's required to go into each mission with three party members in order to switch between mid-battle. There's also special attacks, linked separations – although it leads to more trouble than good – and a triple attack that inflicts damage to everyone in a certain radius.
Unfortunately, some of the mechanics are feeling a bit dated when compared the latest Dynasty Warriors game as there's no weapon swapping, nor do officers have weakness that can be exploited with the rock-paper-scissor elemental weapon system. That by no means makes this a poorly designed game as the huge cast of characters ensures that combat will feel fresh, even after slaying the 100,000th enemy, but there are certain features that are missing form a modern Warriors game. It certainly helps, though, that there's cooperative features tied into the main campaign as it's an absolute blast to play with friends in all out wars. Overall, the gameplay can be a bit repetitive at times, but thanks to the massive list of warriors to select, it ends up being an addictive experience.
The story mode is the main attraction, allowing gamers to go through a lengthy campaign and collect various characters scattered across the Dynasty and Samurai Warriors universes – not to mention some appearances from other Tecmo Koei franchises. The story is as crazy as it was three years ago as a deadly Hydra creature has appeared out of nowhere and aligned itself with a demon horde looking to take over and destroy the world as we know it. After a battle that only looks to end in disappointment, the three main characters are saved by a Mystic who is looking for a way to fend off the Hydra by any means necessary. This begins the wild campaign of going through time in order to save important figures from Japanese and Chinese history in order to defeat the Hydra.
In addition to the main story, a secondary campaign called Gauntlet Mode is available right from the get-go. It's almost advised that players play this after completing the majority of the story, or at least leveling up a number of characters because this can be an incredibly challenging, putting a group of five in an arena where the map is greyed out. It's not just the element of darkness but the enemies swarm in just incredible numbers and their strikes have never been harder. Death will be inevitable, although the rewards are worth it, even from defeat. It's an enjoyable and engaging mode that should have players expanding on their collection of characters.
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Another mode called Musou Battlefields allows players to take existing arenas that have been cleared out in the main campaign, and edit them to their liking. This includes adjusting which officers are on the battlefield, the different lines of dialogue that are spoken, the music that will be playing and various other elements. This is an intriguing feature, especially considering players are allowed download others' maps and evaluate them, but the tools are very limited. Some sort of 3D editing tool, allowing for a complete overhaul of maps would really help flourish this into something special, but right now it's a lacking feature. Finally, Duel Mode is a three-versus-three battle mode, allowing for combat against the CPU, local multiplayer and online multiplayer. It's really nothing special as it basically becomes a 3D fighting game, but the survival mode can be challenging as it's actually a little deeper than expected with the inclusion of equipable cards.
Let's be clear: this isn't the current generation Omega Force Warriors game we've been looking for. Dynasty Warriors 8: Xtreme Legends was a good start, but Warriors Orochi 3 Ultimate is essentially a rehashed version of the Wii U version. The visuals aren't anything to gawk over as, while they're definitely crisper than the previous iterations and character models have a certain smoothness to them, they still include ugly swarms of repetitive enemies and bland environments. With that said, the frame rate has been greatly improved, fluctuating above 30 FPS on a constant basis. Rarely, if ever, did we see anything below that, making this really the smoothest version yet. This certainly helps when things get hectic as no one wants to see their over the top specials move at ten frames per second. It may not be the prettiest current generation game, but it's a decent stop gap for the series.
Unfortunately, Warriors Orochi 3 Ultimate doesn't necessarily use all the tools the PlayStation 4 has to offer. The start / pause button is now the touchpad, which can take a little while to get used to, and the recorded Japanese dialogue comes through the DualShock 4's speakers. While this is a nice touch, I do wish they would have picked one or the other because the audio comes through both the controller and the television, causing a slight echo that becomes distracting in the midst of combat. As for content, this includes virtually everything found in the Wii U Hyper edition plus roughly eight new characters and a couple of new stages. Other than that, this is a visually enhanced port with no major gimmicks.
Warriors Orochi 3 Ultimate Weapons
Closing Comments:
Warriors Orochi 3 Ultimate Mystic Weapons
Warriors Orochi 3 Ultimate is purely for the hardcore fans of the series, or newcomers wanting to finally jump in. There's little incentive to upgrade, especially if you played the the Hyper version in late 2012, but if you're looking for a fix of one of the best Warriors games available, then this is best solution. With a smooth frame rate and oodles of new content, this is truly the ultimate version. With that said, this isn't for everyone as, even with its diverse cast of characters, combat can be a bit repetitive if you stick to the same formula, and the outlandish time travelling plot can be confusing. Regardless, Warriors Orochi 3 Ultimate is arguably the best Omega Force developed game available.
Version Reviewed: PlayStation 4