Sanic
Member
Developer: Omega Force
Publisher: Tecmo Koei Games
Platform: Nintendo 3DS
Release Dates
- Japan - February 26, 2011
- Europe - March 25, 2011
- North America - March 27, 2011
--Updates--
5/13/11 - DLC is now available for US gamers, and a new piece of DLC will be made available each Friday for the following 21 weeks.
4/4/11 - If you have a Japanese copy of the game, the first DLC mission is now available for free via Spotpass.
--About--
Samurai Warriors: Chronicles is a hack and slash game in the Samurai Warriors series, itself a spin off of Dynasty Warriors. Samurai Warriors: Chronicles introduces several new features not included in prior Samurai Warriors games. While the top screen displays the main game, the bottom screen is used to display maps, KO's, and mission data. A player can switch between four characters during battle, switching the screen to their respective locations as well. Players can also create new characters to be used in gameplay.
--Screenshots--
--Videos--
--Reviews--
--GAF impressions--
donkey show:
If you've played a Dynasty Warriors game before, it's pretty much par for course. Characters level up both during and after battles which give you upgraded stats and combo trees, you gain/synth weapons and items for higher stats and effects, all while following the course of the Warring States period in Japan (loosely of course). It can be a grind fest when tackling later levels as your characters may be underpowered, but you have the ability to go back to previous missions with your upgraded equips/leveled up characters. If need be, you always have the choice of choosing your difficulty before the mission even starts. The higher the mission difficulty, the better the items.
For the most part and for what I've experienced so far is that you are Generic Joe/Jane and you follow a somewhat linear story path. As you continue along, you have the ability to change weapon styles, equips that change your appearance, and you also increase friendships with characters you fight along side with through somewhat interactive cutscenes. That doesn't mean you're stuck with one character though as you will end up playing as a multitude of allies along the way (which you can then go back to previous missions and use as your main). Gameplay-wise, it'll be hit or miss. I love the Musou games in general, so I'm all for hacking and slashing historical figures. I've logged in at least around 7 hours on this game so needless to say it has me hooked.
The newest thing SWC has established is being able to choose who you control on the battlefield during play. Previously, you were either stuck with one character throughout the mission or you swapped/tagged your characters with another on the fly (Orochi Warriors if I recall). In this one, you choose one of 4 characters on the field. Because the battlefield is pretty huge, getting from one area to the next can take a while. In SWC, you click on a character portrait the touch screen and you'll instantly control the said warrior. As in-game missions continuously give you objectives throughout the battle, you will more than likely have to switch characters to achieve those goals because of either positioning on the battlefield, defend a target, or prevent a target from being attacked by a certain individual. There are also special moves that use up a spirit meter that can either affect all characters or just a single one such as healing, increased movement, etc.
Graphics-wise... nothing to write home about. PS2 level quality with lots of pop-in from the enemy units. The 3D effect is minor, but I can't turn it off since it still adds to the immersion of it all. Great game regardless and probably my fave out of all the launch games so far. Major time sink and I think you can get at least 15 hours out of it... and that's not trying to max everyone out.
Sqorgar:
I'd say it is equal, in general, to the series. It definitely feels like a full featured Musou game rather than a cut down portable version. But I have a few niggling doubts about it so far (four levels in).
There's only one story, with the single player character, rather than having a Musou mode for all the characters. Also, I feel like the missions are too dominating over your strategy. They come fairly often and most of them have short time limits (30 seconds) that show you that they definitely intend character X to handle this mission. The way the characters are placed around the map and the types of missions seem like there's only one way to attack each level. But I'm only a few levels in, so this could easily change.
I noticed in the vault that there are ??? missions that I didn't see the first time through the levels, so I assume it is like the first Samurai Warriors when you may have to purposely seek out missions, or fail specific previous ones, to see the extra missions, so maybe the levels aren't as linear and set in stone as I think.
I DO like the multiple character switching thing, and the ability to tell a character to go to specific places and fight specific captains without controlling them directly. With more open levels, such a system would change the way one plays a Musou game, so I'm all for it.
It borrows heavily from Samurai Warriors 3 - a lot of the same assets and game design ideas - which is sort of the culmination of the way recent Musou games have worked (getting money, upgrading weapons, 3 types of weapons, mini-missions). I just picked up Dynasty Warriors 7, which is very different, going back to the DW3 way of leveling up characters and a completely new weapon system. DW7 seems much fresher to me and I'm more eager to play it. If you could only pick one of them, DW7 seems like the way to go in my so far brief experience with it.
I don't really have a chart with all the Musou games ranked or anything, but SWC would probably fit somewhere around the middle. It is far better than the portable games have been thus far, most of which are so bad that they wouldn't even be put on the chart out of the sheer shame of it all.
justchris:
After Dynasty Warriors 4 or Samurai Warriors 2 (I forget the exact Chronology), I stopped buying Warriors games until they decide to finally offer 4 player multiplay, because dammit, every console out now offers 4 controller 'ports' out of the box, and the only thing more fun than mowing down hordes of peons is mowing down hordes of peons with friends. (I did pick up Dynasty Warriors: Strikeforce, which has 4 player online).
I picked this game up because I do enjoy the Musou games, and what little I was able to find about this one piqued my interest, and I have to say, it is probably the best Musou game I've played in years (just because I don't buy the games doesn't mean I don't play them, I have friends).
The things this game has going for it are many. It has the normal Musou map structure, rather than the room structure most portable Musou games (and Strikeforce) used, which is a better design. It has a tactical element with the ability to instantly switch which general you're controlling. It also has the ability to direct your generals to specific locations without taking control of them (tap the map on the lower screen, then the general, then double-tap where you want them to go). This is useful for positioning people where you want them to go.
In addition, they've added a few new combat quirks that I like. They added a spirit meter (which actually appears as a bunch of circles, so I call them spirit balls), which can be used to activate a special ability for your general. It can also be used (by pressing the B button) to break guards. This Spirit attack also links combos (sort of like the Dash Attack in the Gundam Musou games) so you can string together even longer combos. You also use these Spirit Balls to activate Battle Tactics, which are things that more generally affect the battle. Like lowering enemy morale, doubling the combo meter for a period, or fully healing a character. Finally, if all your Spirit Balls are filled, your Musuo attack becomes Ultimate Musou (or some other silly moniker), which is even more devastating than normal Musou.
It still has level progression and RPG elements, as well as items and improved weapons like the previous Musou games, so there's replayability to power your characters up. And since the main character is one you create, you can actually change your weapon types as well later in the game.
Inside each battle, there are also a series of mini-missions which you can complete for bonuses. Each mission also has a secondary criteria (like complete within a certain time, complete with a certain character and whatnot) that will give you an additional bonus.
It also has a call horse button, rather than trying to figure out where you left your horse. (I think you can also call a horse even if you didn't have one before, which is kind of cool).
Technically, the game is fairly solid, too. The 3D effects are understated but fairly well done, with the only quirk being in the very beginning of the opening movie that made my eyes go all weird (those of you who've seen it will remember the gathering shadow). The graphics aren't exceptional, but they're solid, with decent lighting, textures and geometry. Controls are responsive, and, basically, it's a Musou game. You know what you're getting into gameplay wise.
All this awesome does lead to some sacrifices though.
First, and most major, is the somewhat lacking number of enemies. Rather than legions of peons to mow down, you're more limited to hordes. On the other hand, they seem to have upped the number of enemy commanders in each battle. I have noticed that this leads to less pop-in than I'm used to in Musou games (especially from the PS2 era, but you still see it on the 360 & PS3)
There is no real multiplayer in this game, so it's all single-player. There is a way to build an army and have it do a faux battle with someone online, but it's not the same as getting with a friend to take back Japan.
There is only one story in the game. Now, in the previous games, it was a lot of fighting the same battles over and over again, but from different perspectives. Now, you can take different generals into the battles with you, but there's no change in perspective. That makes the game somewhat more repetitive, but if repetitiveness is a problem for you, I'm sure this is the game you want to be playing anyway?
Finally, the friendly AI is...it's just bad. You get a mission to take out a particular enemy commander, but you're busy fighting 2 other commanders, so you send your friendly generals to face the enemy commander (luckily the game pauses when you're giving orders), and they get there...and nothing really happens. Unless you're physically controlling them, it seems impossible that they will ever win the battle. Enemy AI is slightly better, but not by a lot. What this means is, any general you're not actively controlling is in near constant danger of imminent death on the highest difficulty (there's only easy, normal and hard that I've discovered so far).
Anyway, I, personally, am loving the game, and I think any fan of the series will enjoy it as well. It is not something that's going to attract people who haven't liked previous games in the idiom though.