Hyrule Warriors : First Gameplay Footage from E3 Showfloor

Omega Force sure are lazy: I do understand It's a musou game but they could have at least created new movesets for a new game instead of porting many animations from previous DWs.
 
Because it's not in this thread yet.

ibdQU4nVUBNoA5.png
 
Still kinda iffy about how repetitive these DW games can be in terms of gameplay, but it visually looks more polished overall at least.

People play musou games for the character most of the time, not the gameplay. Which is why Koei needs to bring as many character as possible if they wanted to be at least a good fanservice game.
 
Treehouse put me from pretty interested to Day 0. That stream was awesome with Majora!

C'mon 3DS roundtable. Metroid 3DS/Majora's Mask 3D 1-2 punch
 
Can't wait for this after the footage shown, looks amazing. I love how developers are so excited to work on Nintendo franchises when they have close to free reign on what they want to do. I'm hoping they ship off some more IP for this type of mad game.
 
Gameplay looks so much fun. The Metacritic aggregates of Dynasty Warrior games have kept me at bay, but I would buy a Zelda-branded match-three puzzler. (Considers the weight of that statement).
 
Watching the vid in the OP, I think it looks really boring. The enemies just crowd around you and wait for you to attack. Then the player mindlessly button mashes through them all.
The important thing about Dynasty Warriors games that people don't seem to understand is the grunts are purely window dressing. They're like the grass in a Zelda game that you cut through for fun and occasionally find an item. They're not supposed to be challenging at all. What you're really fighting are the generals / bosses, and they're only really challenging when you face a few at a time, or Lu Bu.
 
the Majora's Moon "finisher" was great HAHHA
I love how different the playable characters seem to be, and the Fire Rod is BADASS
 
This is gonna be incredible. Nintendo has finally started showing some amazing software. I'll be on the Wii U train this winter.
 
It looks extremely polished for this type of game. Really looking forward to it.

It really does. You can clearly see that the team is taking this project very seriously.
Along with being a dream project for them, they must be under quite a lot of stress to deliver.
 
This seems like Dynasty Warriors with more flash, enemies that actually fight you, Z-targeting, and infinitely more polish. The over the top nature of this game is so inspiring.

This and Bayonetta have me so hyped and giddy. I feel like a little kid again with my N64, loving Nintendo.
 
Honestly the Great Fairy Magic Circle attacks have already sold me on it. And knowing Ganondorf will be in already seals the deal.
 
Looks a lot better than I expected.

I've never played a Dynasty Warriors game before but the map control element of the game really clicked with me watching the Treehouse stream. That aspect fused with the Zelda IP is just too enticing for me to pass up.
 
I sure hope it's on kid mode or something. The style and the idea are cool, it just looks...boring to play.

Musou games are notoriously easy on the lower difficulties. The higher difficulties do provide a challenge as the enemies are more aggressive and you can actually die to regular peons if you're careless.
 
Looks a lot better than I expected.

I've never played a Dynasty Warriors game before but the map control element of the game really clicked with me watching the Treehouse stream. That aspect fused with the Zelda IP is just too enticing for me to pass up.

Map control has always been a staple of the series, and the concept is poorly described or discussed among reviews and enthusiast sites(ignorance). Over the years, the franchise has expanded on the concept from merely taking out 'named' generals or gate commanders to claim territory for your own en route to your ultimate goal in a large scale "tug of war", to providing constant streams of miniquests or challenges where success or failure can turn the tide of the war effort in either yours or the armies favor. Sometimes choices are provided wherein the player is needed to assist in multiple sections of the map where further quest chains can dramatically change the progression. This acts as a way of systemically providing multiple solutions for engaging replay(because you will revisit these fights) and also gating specialized equipment and unlocks as you become more capable to efficiently handle the barrage of sidequest requests through powering up.

It's a really neat concept and certainly this looks more polished than most games of the series in terms of animations and variety. The core of the games do involve an ever-present evolution of power similar to a Diablo in that your stats, equipment, and abilities keep improving with greater challenges always present on higher difficulty modes alongside more dramatic rewards. Sadly the games get flak for having all of this wrapped in a beat-em-up design that is strangely impenetrable for many to understand. A sign of the more intelligent and saavy critic is one that is able to comprehend the perpetual satisfaction loop, rather than just shame the franchise as a button-masher with legions of fodder to cut down, blindly missing the point entirely.
 
Map control has always been a staple of the series, and the concept is poorly described or discussed among reviews and enthusiast sites(ignorance). Over the years, the franchise has expanded on the concept from merely taking out 'named' generals or gate commanders to claim territory for your own en route to your ultimate goal in a large scale "tug of war", to providing constant streams of miniquests or challenges where success or failure can turn the tide of the war effort in either yours or the armies favor. Sometimes choices are provided wherein the player is needed to assist in multiple sections of the map where further quest chains can dramatically change the progression. This acts as a way of systemically providing multiple solutions for engaging replay(because you will revisit these fights) and also gating specialized equipment and unlocks as you become more capable to efficiently handle the barrage of sidequest requests through powering up.

As shining an analysis this is of the musou games' core design, I feel as though modern musou games have tilted away from this side of the game in favor of the more 1 vs 1000 mindset, where brute force can ALWAYS carry (as opposed to only sometimes). Let's look at a couple of more extreme examples.

The Battle of Mt. Qi is a pretty popular map from DW5 that's been ported over to latter entries (7 and 8). In DW7 and DW8, the map layout and flow haven't changed - you either succeed in ambushing all the named enemy generals, or you fail and have to fight around 8 or so incredibly pissed, incredibly powerful playable characters that will rush you and your base camp. This would have probably meant certain defeat in DW5, when it was introduced, but with the right setup, you can trivialize the failure condition by taking out all the enemy forces without much ado.

On the other side, you have the Invasion of Nanzhong circa DW4, another that should be familiar to anybody that's played the series. Failing ANY of the subquests or shutting down any of the gates would pretty much instantly result in your army losing the game of tug of war and having your base camp swamped. And no matter how powerful you were, chances were that you would still not be able to kill through the enemy forces fast enough before your base was lost and the battle ended.
 
Top Bottom