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Hands-on with Dynasty Warriors 6: Was fighting through cosplayers worth it? photo

As promised, I attended the London Expo today with one thing on my mind -- Koei. My head full of giddy delights (and a lingering flu virus), I hopped onto the Docklands Light Railway and shook my head as I realized that I'd boarded a train containing cosplayers. Yes, I was headed to a geek convention, as that bespectacled kid in the Dr. Salvador costume had confirmed.

My goal at the Expo was simple. Collect as much free stuff as I could. My secondary goal, however, was to get hands-on time with Koei's two upcoming big hitters, Dynasty Warriors 6 and Bladestorm: The 100 Years War. As you know, I'd been eager to get my hands on the former for quite some time, while the latter has been an interesting conundrum that definitely needed playing.

So, with my curiosity partially satisfied, what did I make of these two very different games? Hit the jump for part one of my hands-on-a-palooza, with my first impressions of Dynasty Warriors 6.

(By the way, a big shout out to Chin from Koei Warriors. Great to finally meet such a valuable news source. Also, many thanks to Len and Mikey of Koei UK, who made me feel very welcome indeed.)

The first thing that surprised me with Dynasty Warriors 6 is that it wasn't playing right. There I was, hitting the square and triangle buttons on the PS3 controller, attempting to create attacks, yet the two buttons weren't working in unison. The normal attack button would string together a chain of attacks, but the charge button, which once created different special moves when pressed at different stages of a regular combo, only performed one attack.

This would be the harbinger of what turned out to be a most ... unsettling change.

My playtime was limited and without anything in English (it was the Japanese TGS version of the game) it was difficult to get to grips with these unexpected changes, but my first impression of the new system is something that I never could have imagined ... Dynasty Warriors 6 has actually managed to simplify the control system -- even more than before!

Yes, you read that right, the controls are even more streamlined than before in one of the last games to ever, ever need streamlining. As I played through the game, I discovered that more attacks were being unlocked and added to my combo chain, but not once could I make the regular attacks and the charge attacks work together as they did in previous titles. What we now have is a system where there are two seperate combo chains, each assigned to one button -- gone is the art of timing your button presses to create new moves, it's just hammer, hammer, hammer. 

Apparently, Koei is looking at Dynasty Warriors 6 to bring new fans into the fold, and the developers didn't want to confuse any newcomers with complex controls. The controls were not complex to begin with, so why anybody felt they needed dumbing down is just beyond me.

The saving grace, however, is the Renbu system, something which looks like it may add a little more depth to the chicanery. Again, my time was limited so I didn't get to grasp what was going on fully, but as you progress through a stage, you add more to your combo, and can use a shoulder button to change up your moves some more. While I never really got to experience this in full, it seems that the potential might be there to make up for the streamlined combo controls. That, however, won't be something I can confirm until I get my hands on a full copy of the game (and rest assured, I made sure that this will happen), but hopefully there is something more involved just lying under the surface.

The Dynasty Warriors series has never been known for cutting-edge visuals, and this latest installment is no exception. Frankly, your surroundings are sparse as ever and the enemy peons are abysmal looking. Where Dynasty Warriors 6 shines, however, is in its art design. The playable officers look absolutely stunning in their new makeovers and the attacks, while simple to perform, at least look very complex and offer an aesthetic thrill that I found addictive. There's nothing quite like running into a group of enemies as Zhao Yun and leaping at them like a whirling tornado of spear-flavored death.

So, what's the verdict? Renbu or Renpoo? Right now, it's tough for me to say. I can't deny that I left Dynasty Warriors 6 feeling a little disappointed, and wanting for there to be more. That said, I didn't have time for the new controls to grow on me, nor could I effectively get into the meat of the Renbu system. In the coming weeks, I intend to get a full-on preview with the game where I can tackle it at leisure, without cosplayers dressed up as Yuna getting in my face. Until then, I am going to confess that my confidence has been shaken, though my hope has not been lost. 

Next time, I'll be sharing my thoughts on Bladestorm: The 100 Years War. Was my experience more positive? Does it deserve the attention of the Destructoid army (spoiler: Yes and yes!)? Keep your eyes on Destructoid for my hands-on skinny of the battle between England and France.


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22 comments | showing # 1 to 22

VWGTI's Avatar
VWGTI at 10/21/2007 17:57
=(
Upgrayedd's Avatar
Upgrayedd at 10/21/2007 18:04
Streamlined even more?

What, do you just stare at the controller now?
Leaderz0rz's Avatar
Leaderz0rz at 10/21/2007 18:06
THE BUTTONS NOW PUSH THEMSELVES!
CronosBlade's Avatar
CronosBlade at 10/21/2007 18:09
I was afraid of this. Sounds like Warriors Orochi is the end all be all for me now then.
Comrade Snarky's Avatar
Comrade Snarky at 10/21/2007 18:18
DIO!
Necros's Avatar
Necros at 10/21/2007 18:19
@ lemon
Don't say that out loud, he'll start calling you out!
Kaijin's Avatar
Kaijin at 10/21/2007 18:21
Koei is doing the right thing by changing the control scheme. It's stale and needed to be reworked, and I say that as a diehard fan of those games. It seems to me as though Jim just didn't get enough time with the game itself to be able to fairly grasp the control. It doesn't help that Jim doesn't read moonspeak, to which he admits above. Unfortunately because of that language barrier, he probably didn't have a very good opportunity with the game. You'd think if the controls were really that streamlined though, he wouldn't have had such a hard time with it. Or perhaps it's because he was so used to the old controls that he kept expecting them to work that same way.

I have faith the game will be better in the end and I'm still looking forward to seeing a detailed explaination of how the game is suppose to be played from Koei itself. Maybe they'll even have an interview that goes more indepth.
MechaMonkey's Avatar
MechaMonkey at 10/21/2007 18:22
It's so streamlined, it actually nullifies the air around it to reduce friction. The oxygen deprivation resulting from using said controls also makes the game far more enjoyable, if hazardous to your health.
Wedge's Avatar
Wedge at 10/21/2007 18:32
Yea did you even play Warriors Orochi Jim? It's pretty damn slick, and a really good crossover between SW and DW from a gameplay standpoint (yes they do have different gameplay, relatively). It certainly added a lot MORE depth than was in the DW systems.
JonDarkwood's Avatar
JonDarkwood at 10/21/2007 18:33
The Bladestorm demo seemed kind of flat and boring to me.
Cheeburga's Avatar
Cheeburga at 10/21/2007 18:37
Darn, I was hopeing to hear good news about DW6.
Lord_Satorious's Avatar
Lord_Satorious at 10/21/2007 18:48
In Soviet Russia, buttons mash you!
GatsuTheBerserker's Avatar
GatsuTheBerserker at 10/21/2007 18:57
My surprise radar seems to be broken. Sorry Jim.
Mister Disco's Avatar
Mister Disco at 10/21/2007 20:01
Well I guess only time will tell, but as others have mentioned, Warriors Orochi added some much needed depth and difficulty to the series. I hope DW6 doesn't undo those improvements.
Professor Pew's Avatar
Professor Pew at 10/21/2007 20:10
Hmmm, more streamlined? I guess I'll have to play it to make a verdict on that. As long as it's fun to smash through 100's of peons with Zhao Yun, I'll be happy. I like to thrust my spear into 100's of lower class soldierboys...
Raidensolid's Avatar
Raidensolid at 10/21/2007 21:44
The picture and text make the article. Epic wins for both Dio for writing the song, and Killswitch engange making it better therefore impacting my reading experience. VideoGame God Bless, and accept us into our holy heaven of Arcadion.
Mxyzptlk's Avatar
Mxyzptlk at 10/22/2007 02:03
I'm going to go rock out to some Dio now.
Noah's Avatar
Noah at 10/22/2007 06:20
How many more times can Koei milk the Three Kingdoms stories, I thought Samurai Warriors and the Gundam game meant they finally ran out of ideas...guess not. I loved the 2nd and 3rd DWs, but they all feel like the same game.
kaneka's Avatar
kaneka at 10/22/2007 10:39
that is pretty lame that all you do is mash square now...but hopefully they will counter balance that with some depth. agree with the Orochi game....shits BA and a little more meaty than previous.
Kyousuke Nanbu's Avatar
Kyousuke Nanbu at 10/22/2007 12:23
I just hope we see a Samurai Warriors 3 with these re-design and art style, I wanna see my Ginchiyo re-designed and in high-res.
barry's Avatar
barry at 10/22/2007 19:15
not to troll, but can someone explain the appeal of this series? i bought dw4 and played it for a three or four hours, and it seems to be the most bland game i've ever played.
StaminaKill's Avatar
StaminaKill at 02/24/2008 02:24
Got DW6 a few days ago and....
The entire system revolves around 2 chains as he said.
If you get an infinite renbu item congrats for 30 seconds you have a full chain character and will be testing yourself maxed out button smashing potential wise. They are 2 seperate sets of combos one of them square spam and one triangle spam just as Jim said. All in all a very great disappointment certain characters get flashy but it simply isn't satisfying to one who actually cares about what they are doing. Also battlefields are as bad as ever. If only DW3 or DW4 battlefields returned.... Or maybe even DW2 battlefields!
Btw they took gates out no more gate captains sorry >_<
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