Anyone who has ever played Dynasty warriors (herein DW) or Samurai warriors (herein SW) will say the same thing:
Why has this game been reprinted 6 times in the case of DW and twice in the case of SW not including the expansions and Empire versions of the game.
In the end the DW games are always the same thing - choose a hero, run around a battlefield murdering the equivilent of a small cities worth of people on your way between enemy heroes. Complete heroes story, unlock new hero, repeat.
Somehow this has been justified enough to print I think 6 maybe 7 copies of DW alone and 2 SW which is just the same game with japan as the focus.
Now onto Kingdom Under Fire: The Crusaders. (herein KuF)
The game is a RTS with a small hack and slash inclusion. You start off with one of four generals in the game - Gerald, Lucretia, Kendal and Reigner. Each has their own unique story and each one is their own difficulty setting - Gerald - Easy and the one you learn on, Lucretia is medium and needed to unlock the last two. Kendal and reigner are both hard but Reigner is techncailly Hard R2.
Anyway, as Gerald (as the example as he is the easiest to play and explain) you start off with a single unit of light swordsmen under your command, you move your hero and unit as one and to fight you move them to engage an enemy unit of for example Dark elf swordsmen. Once the two get into melee range Gerald will break off and you can you can run around in the skirmish between the 2 units and hack and slash away. This is only a minor focus though as only the hero your playing as does this.
As you play on you can recruit new captains to serve you and these can be customised into swordsmen, paladins / knights, cavalry, archers, airships and so on. You control these as well all in real time and how you use them can make or break your success.
The controls are very simple and the gameplay feels VERY rewarding and its under this I bring my idea.
As it stands the 3 kingdoms period of china had alot of great battles in, if the last 5 DW games are to be trusted, however the DW games dont do them justice as you never really NEED to be strategic in the gameplay beyond require set events to win the scenario which is usuaully, find rival general -stab -win.
What I want to see is a DW game which incorporates the KuF playing system where you choose to play as X general, command troops in a similar manner to KuF and only really fight when your unit clashes with another.
This would bring out all that deep stratergy being begged by Zhuge Liang and his fellow stratergists rather than just running around mauling enemy officers. To truly understand what I mean go on youtube look up KuF gameplay then look at DW gameplay and imagine the two merged together.
All I can see is something with the potential to be exceptional and finally the "Empires" prints for SW/DW would be even deeper.
Your thoughts?
Why has this game been reprinted 6 times in the case of DW and twice in the case of SW not including the expansions and Empire versions of the game.
In the end the DW games are always the same thing - choose a hero, run around a battlefield murdering the equivilent of a small cities worth of people on your way between enemy heroes. Complete heroes story, unlock new hero, repeat.
Somehow this has been justified enough to print I think 6 maybe 7 copies of DW alone and 2 SW which is just the same game with japan as the focus.
Now onto Kingdom Under Fire: The Crusaders. (herein KuF)
The game is a RTS with a small hack and slash inclusion. You start off with one of four generals in the game - Gerald, Lucretia, Kendal and Reigner. Each has their own unique story and each one is their own difficulty setting - Gerald - Easy and the one you learn on, Lucretia is medium and needed to unlock the last two. Kendal and reigner are both hard but Reigner is techncailly Hard R2.
Anyway, as Gerald (as the example as he is the easiest to play and explain) you start off with a single unit of light swordsmen under your command, you move your hero and unit as one and to fight you move them to engage an enemy unit of for example Dark elf swordsmen. Once the two get into melee range Gerald will break off and you can you can run around in the skirmish between the 2 units and hack and slash away. This is only a minor focus though as only the hero your playing as does this.
As you play on you can recruit new captains to serve you and these can be customised into swordsmen, paladins / knights, cavalry, archers, airships and so on. You control these as well all in real time and how you use them can make or break your success.
The controls are very simple and the gameplay feels VERY rewarding and its under this I bring my idea.
As it stands the 3 kingdoms period of china had alot of great battles in, if the last 5 DW games are to be trusted, however the DW games dont do them justice as you never really NEED to be strategic in the gameplay beyond require set events to win the scenario which is usuaully, find rival general -stab -win.
What I want to see is a DW game which incorporates the KuF playing system where you choose to play as X general, command troops in a similar manner to KuF and only really fight when your unit clashes with another.
This would bring out all that deep stratergy being begged by Zhuge Liang and his fellow stratergists rather than just running around mauling enemy officers. To truly understand what I mean go on youtube look up KuF gameplay then look at DW gameplay and imagine the two merged together.
All I can see is something with the potential to be exceptional and finally the "Empires" prints for SW/DW would be even deeper.
Your thoughts?