Warriors Orochi 4 Ultimate is here, and brings plenty of additions to the vanilla version of the game, adding some much-needed multiplication with the new infinity mode, seven new characters, tweaked gameplay mechanics, a slightly updated UI and a beefed up story. Everything's as good as you'd expect if you're a fan of a long-running series, but, more so than any other time we can remember in the recent history of these games, this is the final package indeed sounds like Koi Tecmo is dialing it in some way. The extras here may lead to a great game, but they are certainly not the most important thing improved one.
When we updated the vanilla version of Heroes Orochi 4 back in October of 2018, we gave it six out of 10; enough time for fans Musou games, but it's also the addition of a good franchise franchise that doesn't touch the top Heroes Orochi 3 or offer the same level of Polish or intrigue as ever Hyrule either Fire Emblem Warriors. Long and short of things here is that there is nothing about this & # 39; last & # 39; which has changed dramatically, in our view. This is the same for a few (but a few) adjustments; more meat comes at an insignificant price, especially if you already own a basic game and think about tasting an enhanced experience. It all feels a little lazy.
So, what actually new for Warriors Orochi 4 Ultimate? Koi Tecmo has added a total of seven characters to the list already numbered 170 battles throughout the length and breadth of the series. Beloved Ryu Hayabusa makes a welcome return alongside Achilles and Joan of Arc, and the newest characters take the form of Gaia, Hades, Jang Jian and Perseus. It's really nice to see Ryu back and the new characters are fun to get acquainted with, but it's a real shame that no extra effort has been put into how these parts are integrated into the whole package. No new categories for the individual will be found here, new members appear during a major beef campaign and disappear by dozens of other scholars present. Where are all our bulletin boards? Where is the joy? Why not try a small effort to make the latest additions to the list as sensitive as major agreements to be answered?
And we couldn't help feeling that many of the new features we saw in this version of the game should have been included in the original release. Koei made a pretty good deal from the revised UI here, but in reality he's just commendable for making the odd character selection easy to follow on the selection screen; they create a messy process and fix the stubborn menu system but it's not worth the extra pay as something that should have been the case from the beginning.
Depending on the new Infinity Mode, it will undoubtedly add some delay to the news – especially since the whole thing can be played with screen-splitting and then, of course, it comes off as a good consideration in terms of new original content. Infinity sees you take on the twelve Zodiac-themed challenge towers in the Trials of Hades, each suited to a mix of elements that combine renewable stages with varying degrees of change that must be completed in a timer to continue. The problem here is how the gameplay feels sadly similar to main story mode. Obviously, this is a Musou game, so we're not expecting a different surprise experience, but there's nothing about it that makes it sound like it's something unique or particularly exciting; it is quite disappointing if you are expecting something as fun as the Gauntlet mode from Warriors Orochi 3.
In fact, Infinity feels more like a well-added mode for players with consistent grip levels and their hands using the "top" version weapons added to the game here – without any new-looking skins – and it just feels like a lost opportunity. There are not any open-source materials or secrets that can hold your attention more than other new weapons-using devices.
Another thing that you should probably mention about Infinity Mode is that it doesn't turn on until you've already launched the campaign, that's a big part of the time you'll need to invest to reach it. This is obviously something that affects the content of a new story; if you've already played another campaign in the genre and are probably bored before ending it, will you play it all to get your hands on a whole host of new content here? Hard Warriors fans will finish it all for sure, but it's disappointing that when you unlock new things here they are much more refreshing than refreshing.
When this version of Ultimate it does Impression is one of the new gameplay mechanics that has been introduced. The lift feature gives you the ability to dig deeper and expand and expand your character's skill trees as you descend, giving you the opportunity to highlight and customize your most used enemies. The characters have been reset to position 1 when they reach 100 now, and they can do this ten times, which means you have a long way ahead of you completely max your top choice.
And now you can exchange sacred gems between fighters, giving you more flexibility in how you adapt to the magical aspects of your chosen team. Don't like the magic attack style you like? You can now mix them up and replace them with extra entertainment. There is also a new Musou combo attack system that allows the characters to combine their Musou attacks, feeding enemies toward your party and making it much easier to maintain your crazy encounters. The story also, as we mentioned, has been much clearer with a couple of hours of good storytelling, a new ending and a bunch of new goals that take place after the end of the original game.
Overall, Warriors Orochi 4 Ultimate has never been it's bad drama; it's as varied as any Musou title before it, but, if you're willing to give it a chance and explore a longer-than-life plan that won't be available in cutting the swim with the relentless attack of enemies you'll face. Of course, you can easily stick with the same three characters of every game and hit the whole thing at any time – this is not a difficult game – but, spend some time with their various programs, invest your choice to upgrade your favorite fighters, giving new faces a chance to shine at the event. and you'll find yourself getting into that Musou flow range – building dirty combos, magical attacks and aggressive attacks on out the right time to make sure you always prevent death in style.
In terms of performance, it's in strong Warriors Orochi Ultimate 4 mode. we didn't notice any significant drops here, but in the portable mode, there are still times when the total madness that happens on screen is slowing things down. It's certainly not a major problem but you can definitely see it when you shoot your Ultra movement into large groups of enemies in hand-held mode. Graphically, everything looks good in this version of Switch too; Obviously, something has reduced the texture here and there but something we are willing to sell for the bonus of being able to play this kind of thing on the go.
Conclusion
Warriors Orochi 4 was a solid, if not overused, Musou game with this & # 39; Ultimate & # 39; it eliminates things with other new characters and modes, effectively defines the story and touches the central gameplay here. However, the extras that have sometimes been made to feel the same amount of effort as possible. New playable characters, albeit fun, are embedded with no enthusiasm, new weapons don't even have unique skins and infinity Mode sounds like a lost opportunity. Warriors Orochi 4 Ultimate is definitely an upgrade over the vanilla version of the game – and the first way to go if you are eager but still to download it – but it's also a little disappointing that comes at a pretty good price for loyal fans who want to upgrade from the base version.