Samurai warriors 4 ii pc save game
While it’s a bummer, then, that this isn’t Samurai Warriors 5 (although why you would want that so soon remains beyond me), Samurai Warriors 4 was probably the best playing and most satisfying Warriors entry yet- so a new one being based on it isn’t necessarily the worst thing in the world. It gets even harder to review the game, because its actual foundation is identical to the original Samurai Warriors 4- the new game plays identically, with no change in the mechanics. It’s an exercise in bold faced Ctrl+C, Ctrl+V. But on the other hand, Samurai Warriors 4-II borrows liberally from the original Samurai Warriors 4- characters, music, mechanics, entire maps, and even voice work seems to have been lifted and put here as is. It even features a couple of new modes, one of which is probably my favorite addition to a Warriors game ever. Ostensibly, this is a brand new release- it features an all new story mode, that ditches the broad strokes storytelling of its predecessor, and instead presents us with a more personal take on the massive battles and wars that have always been the series’ forte. Samurai Warriors 4-II occupies some sort of nebulous intersection of those three spheres. The weirdness here comes from questions about exactly what this game is– is it a re-release? An expansion? A sequel? The name implies it’s a straight up sequel, but really, it’s a bit more complicated than just that. Finding fatty is the most fun, but in all cases, the action slows to a crawl with too many characters onscreen.Samurai Warriors 4-II is weird- and I mean weirder than the average musou game.
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Strike mode's object is to slaughter 1,000 enemies, while pursuit pits players in a race to capture the lard-assed Goemon, who's hiding in a fortress full of look-alikes. To claim victory in showdown mode, simply slay your opponent and his army. Split the screen, and two can slice through Samurai Warriors' story mode together or compete in several challenges. A somewhat confusing interface and disjointed midbattle cut-scenes make keeping track of allies and major enemies a chore, occasionally shrouding the path to victory, but otherwise, Samurai Warriors slices and dices.
This war won't be over in a weekend, either-five branching campaigns provide plenty of opportunities to earn honor in battle. Taking out 500 enemies or more in a single battle could've become dreadfully repetitive, but Samurai Warriors stays sharp, thanks mostly to RPG-ish character advancement (including lots of new moves to master). Of course, diehards won't care-they'll be content maxing the stats of each officer in their entourage, collecting every last weapon and power-up in the warring states. A few made-in-Japan heroes-like the ninja Hanzo, who swings a sickle and chain-put a faster spin on the bloodletting, but most of the cast aren't much different from their cousins in China's Three Kingdoms. Interior stages aren't cutting it set in booby-trapped castles, they take away the trademark tactics, the cavalry charges and clashing armies, and go back to the genre's grindstone with mazes and monotony. While the Sun-Tzu slant gives Samurai Warriors an edge over most slashers, so little has changed since the series' inception that its shortcomings-namely, repetitiveness and choppy performance-are starting to show.
To thwart a warlord, you'll have to maintain your army's morale, know when to attack and retreat, and work in concert with allied commanders. But it's the behind-the-scenes strategy that puts the art in Samurai's otherwise mindlessly fun war. Each of the game's 15 or so playable fighters specializes in a specific pointy object and wades through rivals with a repertoire of pokes.
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On the surface, the series is simple: If it moves, stab it, and when it stops, find something else to skewer.
Dynasty Warriors' cast of thousands may be got up in different garb, but the song remains the same in Samurai Warriors. Sushi replaces dim sum, and Samurai, rather than Chinese swordsmen, spill blood by the gallon.