Dynasty Warriors 6 vs. 7

Feb 28, 2008
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This is for anyone familiar obsessed with the DW series and can endure a personal rant about why DW6 is actually better than 7 ... (also it's not another topic on Dark Souls 2. Huzzah!)

Okay, the general opinion online is that DW6 is the worst of the series and made some unforgivable mistakes that were remedied in DW7 and should never see the light of day again. Chief-of-hate is that it dispensed with the traditional charged, string attacks that had existed since DW2 (c. 2000 BC) and replaced it with a 'renbu' system that allowed for only light and heavy attacks... blah blah.

The point is that they overlook how innovative DW6 was, and how 7 basically took all that innovation, tied a bunch of stones to it and threw it into the ocean. I *tried* to limit myself to only a few salient points, but basically failed so here goes:

  • -- Rolling: DW6 introduced this, and it became an essential part of combat to avoid musou attacks and guard-break jumps; i.e., it added some much-needed tactics to fighting. DW7 said 'nah' and confined you to having to run away from people when they start a musou (since you now can't stop them from starting it ...).

    -- Heavy jump attacks: Loved by generals and the player alike in DW6, as it allowed you to break guards upon impact and generally get back into the fight after being knocked about. In DW7 removed, so only the light attack remains, which is useless if anyone blocks.

    -- AI: As enemy generals could block, parry, roll and heavy jump attack you, their AI in DW6 was actually strong enough to be interesting. In DW7 the enemy isn't dreadful, but it has a habit of running up to you and has two choices: (a) it hits you repeatedly; (b) it blocks and you hit it repeatedly. Here be problems ...

    -- Bases: DW6 refined the system of capturing bases so you had to break down gates, and kill enough units to take it over. You were aware of how much longer you had to fight, and the system worked well. There were also corporals, that counted for more units, and guard captains that meant instant capture if killed. In DW7 they just replaced the whole thing with defence captains, except there's also no indication of how close you are to taking them. Also, bases no longer produce health restores periodically, so essentially they're pointless.

    -- Gates: Base ones are breakable in DW6, providing a barrier that must be overcome, which can be a challenge on higher difficulties. In DW7 they are simply impassable barriers unless you kill the random person outside them, or perform some other equally arbitrary requirement.

    -- Sieges: Possibly the best new feature of DW6, adding some challenge as you try and kill defence captains, destroy ballistae, climb ladders and set up siege equipment to break down gate's health. DW7 removes most of this.

    -- Ballistae: In DW6 a fairly slow device that punishes you if you stand about too long, but mostly destroys siege equipment. In DW7 a spawn of Satan. They fire rapidly, trail you and act in unison. I am a Warrior of the Three Kingdoms until I meet one, when it murders me.

    -- Tomes: In DW6 special states that you could activate, releasing boulders, causing fire, becoming unstoppable etc. They were an interesting variation on DW5's musou rage. Gone in 7!

    -- What if? scenarios: The most entertaining scenarios in DW6, such as when Lu Bu intrudes on Chi Bi, then defeats everyone and their dog; or when Sima Yi defeats Cao Cao and rules China. DW7 improved the Story Mode generally, but removed these ... for some reason.

    -- Musou: In DW6 and in previous installments, musou is a superior, devastating attack, but which still uses a weapon. In DW7 they thought, 'ah that's too dull' and now Lu Bu fires some sort of cosmic ray out of his chest and Guan Yu unleashes a hurricane. To add to that insanity, DW7 musou have a strange habit of leaving you vulnerable to attack after using them, so you have peasants stabbing you without being able to actually block, i.e. ...

... basically I wish they had worked up from DW6, and not gone back to the familiar formula. Then DW7 could have been better.

Agree / disagree? Stop getting so worked up about it?
 

Wasted

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Dec 19, 2013
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Last Dynasty Warriors game I tried was 4 and the last game in the Warriors series I have played was Warriors Orochi 3. I am such a fan to the series that I equipped all characters in WO3 with an ultimate weapon and got each to at least level 20, which unlocked their full move-list.

I am a huge fan of the series but I have recently played Sengoku Basara 4. It is like a better playing Warriors game in my opinion. The move list is much more complex, akin to Devil May Cry, and the levels are very varied.

OP you should check it out if you still have an itch for more Dynasty Warriors but want a different twist.
 

RJ 17

The Sound of Silence
Nov 27, 2011
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MasterOfHisOwnDomain said:
Personally I didn't like DW7 much at all, and DW6 was actually my favorite. DW6 Empires, to be specific. You forgot to mention a couple things, though:

1: No unique horses in the DW7 campaign, you're stuck with the same crap-slow bottom-of-the-barrel basic horse in the game. For a lot of characters that I played with it was actually slower than being on foot.

2: No DW7 Empires for the 360. :mad:
Seriously, I never cursed myself for missing out on a PS3 exclusive more than that game. I saw some videos of it and it looked fan-frickin'-tastic.
 

ChupathingyX

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Jun 8, 2010
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Well, I haven't played DW6 in a while but I'm gonna take a shot.

MasterOfHisOwnDomain said:
-- Rolling
Yep, agreed. However, like almost everything else in DW6 it felt very...experimental. Rolling was a nice addition but you could spam it so easily that you made you even more unstoppable than before. If they toned it down a bit then it would have been great.

-- Heavy jump attacks
These attacks were too 'floaty' and samey for most characters (which stems from the cloned movesets - which reminds me...) and in my experience it was annoying to get characters to attack the right area. I preferred the heavy jump system of DW5. It gave more variety to the characters and allowed for some fun experimentation with character movesets. However, having them is better than not, so yeah, DW6 beats out 7 in this regard.

Eh, I don't have much memory of DW6 having difficult AI. Only the 6th gen era games had competant AI, and that was only on harder difficulties on harder maps.

Agreed, but DW6 lacked the base soldier variety of DW5. If they had improved on that aspect too then bases would be much better.

Agreed.

-- Sieges
Agreed, seeing all the siege rams and catapults moving towards gates while enemy forces rain arrows and boulders down was great. Though, it's worth pointing out that sieges were not invented with 6, but 4. 6 just improved upon them.

-- Ballistae
Agreed somewhat. They didn't really bother me in 7.

Agreed, lots of fun can be hard blasting a fort full of blizzards or watching enemy peons drop their pants at the sight of Meng Huo (which also reminds me of something) bulldozing everything in his path while spamming true speed.

-- What if? scenarios
Committing Chinese genocide with Lu Bu was fun, but most what if stories weren't that great. And I think this brings up a big point on why many prefer 7 to 6 and that is the amount of levels. DW6 had a pitiful amount of battles (especially if you compare it to 5) and a lot of people, including myself, were very disappointed with the short list. Worse was the fact that not everyone even had a story mode. Then again, a lot of characters were shafted in DW7's various story modes so they're kinda equally at fault in this regard.

Musou attacks in 6 were pretty crap, admittedly. They were just the character's renbu but stronger and with a couple of changes and usually a different finisher. DW7, on the other hand, actually tried something new with the musou system - the result was a mixed bag. Some were great, some were bad, some were useless and some were hilarious. Plus, now in 8 we have both styles and hopefully this will be further improved. I could go into heaps of detail about musou attacks, but that will take too long.

However, what I loved most about DW7's musou system is that it capitalised on one specific thing that had been rising up since the 6th gen era...
[HEADING=1]
HUANGAMANIA!​
[/HEADING]

Well, with your points out of the way here are a couple of additions.

Firstly, character designs. One of the biggest issues with me in regards to DW6 was that it started the trend to make flashier looking characters and introduce a more...how can I put it...'anime' feel to the characters. Some looked fine, of course, but personally, I greatly preferred the more 'grounded' armour designs found in the 6th gen era.

Related to the first point was the voice actors. Since 6, a bunch of characters have had their voices changed and sometimes even their personality. I got so attached to some of these voices and characters (in regards to being hilariously entertained by them) due to their quirky characteristics (avatar related). In DW6, due to removal of some characters and others being ignored they weren't as memorable, though like I said previously 7 had this issue too.

Still on the topic of characters - removal. Oh how I vividly remember the various forum threads that erupted when this was announced. It was almost like the Mass Effect 3 ending of the Dynasty Warriors franchise. This aspect hit a lot of people hard, me personally being greatly affected by the removal of the Great King himself. These removals left a very sour taste in many people's mouth and they were very happy to welcome 7 when it reintroduced them while shunning 6 for removing them. Though, it's worth considering (for me at least) that DW6 empires reintroduced Meng Huo and made him awesome (with some technical difficulties), then in 7 made him 'meh'. So, I guess I'll give it to 6 for that one. Dw7 is a bit mixed in regards to character introductions though. On one hand we got new Jin characters (some were good, some not so much) and we got Ding Feng! On the other hand we got...ugh, Bao Sanniang.

Another big point worth bringing up is the introduction of the Jin Dynasty. This was a pretty big thing for DW7 and one that I warmly welcomed. Yes, there were many problems with it (why the fuck is Xiahou ba considered a Jin character!?!?) but it was a great leap in regards to story. There were some other great highlights of the story too, like how the game subtly makes fun of Liu Bei's ideals, Sun Quan making fighting like a pussy wimp badass, and Ding Feng in DW8XL reminiscing about fallen Wu officers, among others. I don't have much faith in Koei but if they tried they could make some great stuff from these additions.

However, overall I'd say I missed the slightly serious at times but still overly ridiculous yet still kinda grounded stories of DW4/5. If Koei could take that and fuse it with DW7's seriousness without ignoring any characters then I'd be happy.

I don't believe either is better or worse, like all DW games to me it's simply "this one was good at this, but bad at this" (the only exception being DW4 because of nostalgia.). DW6 had some really nice little details like deadlock victories and grapple attacks for every characters (which were partially ruined by a finicky battle system and cloned movesets) and some of the best maps in the franchise, but DW7 had some interesting new ideas like the musou system and weapon swap (which is a whole 'nother discussion).