As a guy who has reviewed more spinoff-ish Dynasty Warriors games, (2 on the PSP, and Dynasty Warriors 6) on this site, I see some points that I can agree with, but other points I have to contend and/or suggest. I apologize beforehand, but I think I am going into a rant here.
Reason 1: The combat is absolutely cathartic, which is why I buy some of the games, but the assertion that the game can get tense moments needs to be given a handful of caveats. Namely, you need to be in harder difficulty settings for that to happen. Assuming you also have some top gear/weapons and some levels on you, you can and will breeze through the stages and campaigns in normal and even hard difficulty settings.
But what I think most observers need to understand about most Dynasty Warriors games, and this is to the franchise's credit, is that the killing is a means to an end. In most stages you have an incompetent commander akin to the king chess piece: Lose him/her and it's mission fail. This means that I, the player, have to go to the leader's aid and kill off key officers who are attacking the main base. Killing also allows me, as a fighter, to take bases that raise troop morale. In Dynasty Warriors 6 (and I will use this game as the main example, much to many fans' chagrin), it is to defend workers from building their catapults and battering rams. Long story short, the killing has some purpose to it, and mastering the art of both wave-clearing and 1 v 1 combat (against stronger officers) will determine just how far you'll go in the campaign.
That being said, if you are really are trying to differentiate between the fighting styles of different characters, I don't agree: it's a pretty small difference. Especially in later games, where all their moves that actually matter seem to combine both the wave-clear and nuke qualities to them [most evident in normal difficulty and lower]. But I could dig that the combat has a "rhythmic element" that makes it work. But why not start an attack with Triangle- Square, instead of starting with square. Why not have a character that doesn't have a Musou attack at all but compensates with extra stats or better ability to take objectives? I am not a game developer, and I can already point out some minor touches/compromises the franchise can take to at least make the inputs KINDA different.
Reason 2: Can't argue with anything here. The game does a pretty good job of using the source material, either in educating the gamer about the period or creating their own fantasy scenarios.
Reason 3: They are not great characters. As you've noted they are archetypes and stereotypes abound. Sure, one of a kind archetypes/stereotypes in the Dynasty Warriors-verse, but nothing special as someone who has. I'm a fan of several characters but ultimately at the most basic superficial level [ie. are you good looking, smoking hot, or super smart?]. On the plus side, it is great to see more characters added in to encompass the whole 3 Kingdoms period. Earlier rosters had most of their characters exist before 234 [date for the Battle of Wu Zhang Plains], and now later games have characters who fought in battles after 234, so more options there.
Going off topic, I wonder if any future games would promote Liao Hua into a unique/playable character. The dude's military career spanned, get this, close to 8 friggin decades, first as a Yellow Turban soldier and later as a longtime Shu officer. Now that's one character who has really been through the wars and met a lot of great allies and foes, and a guy that Koei can work with. Maybe replace him for Zhang Chunhua, who is kind of redundant as a Sima family member when we already have 4 of them? (haha, sorry. But I do admit that the Jin roster could use a couple of bodies, so it's a good choice overall. And tsunderes in Japan are always in demand anyway.)
Reason 4: I am going to defend Dynasty Warriors 6, against the wishes of maybe the entire DW fanbase. I do agree that the Renbu system had some major problems; way too easy to gain infinite combos. I also felt that the developers were lazy because not everyone had a story mode [that part really bummed me out most of all] and some characters overlapped in weapons [case in point, Diao Chan and Zhen Ji, who have identical attack animations and barely any differences aside from aesthetics]. And less characters? What's the loss when considering none of the characters lost are special only in the superficial sense?
But guess what DW6 also introduced? Grab attacks per character, a more systematic way of storming castles (defeating wall catapults, defending builders), and secondary objectives that you most likely want to weave into your battle plan as it gives you advantages in the battle and extra XP after the stage. Each character also have a certain skill that can help, like a half god-mode, half speed-boost, or fire attacks that can take down bases, full on war god mode and so on. I love some of the stages that really get me locked in, like the Battle of Yi Ling [Shu side], which had my camera going on a swivel trying to protect Liu Bei from certain death [as well as all the other subordinate officers]. I also love the labyrinthine design of He Fei Castle in the Battle of He Fei [conveyor belt trap, fire towers and so on].
DW 6 is flawed, yes. But was it a crashing failure? Absolutely not. Would take that over Dynasty Warriors 1 [the fighting game], so there's that.
Well, I hope that my comments could add a tad bit to the discussion. All in all, it's cool that you did write an article defending the franchise, but even you must admit that there are things the series can do to be better.
RC
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