ANALYSIS of Dynasty Warriors: Origins

Geralt of Sanctuary

ANALYSIS of Dynasty Warriors: Origins

analysis, DYNASTY, Origins, Warriors

I'll start with a personal anecdote. When I began writing in this medium in 2017, the first assignment I received was to analyze Dragon Quest Heroes II. A franchise that I was familiar with at the time, but in a game style that I had not yet tried at the time: “Musou.” Since then, I have been reviewing every title of the genre that comes to the editorial office, and although I would not say that I am an expert or a die-hard fan of the proposal, I really enjoy it and appreciate the (subtle) differences between one game and another of the same style beyond the artistic design.

Dynasty Warriors: Origins

Maybe someone needs a definition of a “Musou” video game at this moment, and beyond the Japanese translation for “the only” or “incomparable,” we can’t find an extreme variant of it Hack and slashwhere a single character (the hero) faces off against hordes of enemies (against hundreds or even thousands of enemies) while competing against other heroes in large epic battles. A premise that Koei Tecmo and Omega Force have been exploiting and refining for decades, and one that began precisely with one particular series: Dynasty Warriors. The series has reproduced the epic “Romance of the Three Kingdoms” for console generations, adding some new details in each iteration: heroes, weapons, level design, new abilities… but the essence has remained the same, both in this vein in the rest of the series. And now the team has returned to its roots to create what it promises: a new beginning. Dynasty Warriors: Origins looks incredible and sets new technical standards for a genre already characterized by optimization. But at the same time it retains some of its most criticized and redundant points, which keeps it trapped in that hidden niche that is so difficult to get out of outside of Japan.

Dynasty Warriors: Origins returns once again to immerse us in the power struggle and political intrigue told in the novel The Romance of the Three Kingdoms. A historical story halfway between reality and fiction, detailing the turbulent decline of the Han Dynasty in China and the rise of three kingdoms that fought to take control of the empire. In this case we take control of a nameless warrior who has lost his memory and who, by chance, is involved in the beginning of the Yellow Turbans revolt. From there he meets a huge group of characters and historical figures with whom he fights, partly as an ally and partly as an enemy, on huge battlefields with realistic aesthetics.

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First of all, I would like to say that the greatest achievement of Dynasty Warriors: Origins was taking the concept of battles to a new level. Thousands of enemies can be seen on the screen at the same time, fighting in an organized and coordinated manner. The heroes on both sides give the order for the base troops to continue their formation, and this adds weight to the mass of soldiers that normally only served to stand in your way as you moved from one objective to another on the map . It's not a paradigm shift either, but perhaps there are now more moments to reconsider a “strategic retreat” in a different direction while looking for an alternative way to avoid the army in front of you.

It's still worth fighting with the sword and throwing yourself in your own direction, and now we'll also have some subsystems for fights against unique enemies that make them a little more attractive. Deflections, counterattacks and arts (skills) vary depending on the nine weapon types we unlock in the game. And the best thing is that during the fight we can switch between one and the other at will using the pause menu, thus taking advantage of the advantages in any situation. For example, a sword is good for duels or against individual enemies, but against large groups the pudao or double halberds are much more effective. And in addition to the skills, there are of course the Musou attacks: charged skills that can decide a fight if reserved for the right moment. Visually, Dynasty Warriors: Origins is flawless in this regard and every punch and special move is a joy to watch on screen.

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The big battles set the pace of the game's five chapters, but there are also skirmishes, small scenarios with simple objectives that appear endlessly across the map. These smaller scenarios are ideal for testing and improving weapon stats, but also for improving our skills or training specific tactics. And with this we also know that Origins can last much longer than other games of this type and can reach or even exceed 100 hours if you want to see all the content and the different endings. Personally, I've always believed that story is the least important thing in these types of games. So if you're looking for the pure action experience, you'll probably be happy with the 25 to 30 hours of the first playthrough.

What is the main problem with Dynasty Warriors: Origins? Again, sticking to a story that doesn't resonate well with the general Western public, full of completely skippable scenes (in fact, you can skip the game scenes completely and it will be just as fun) and also a game pace that can satiate in just one a few hours without your playing style developing very much. You can literally reach the end with the same skills you acquired in the first three hours of play, and by replacing the equipment and weapon with the superior model you find in the store or in the next battle, the entire system becomes redundant and pretty unnecessary. In my opinion, the best way to enjoy it without giving up at the end is to do a few big battles per session, with several skirmishes in between.

If you are a lover of the Musou genre, this is a must watch for you. But if this is your first time participating in a game of this type, it's good to know that the repetition and “routine” of the battles are part of it. In any case, you will feel like a real “unique” hero.

Dynasty Warriors: OriginsDynasty Warriors: Origins

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