Warriors Orochi Review
Not Orochi it's cracked up to be.
Version tested: Xbox 360
If you're one of those people who remain resolutely nonplussed by Koei's Warriors series you can move along now. There's nothing to see here. Warriors Orochi is unlikely to convert you to the joys of Byzantine genealogies, shoddy voice-acting and button-bashing-filled battlefields. If you're not one of those people, well, you'll probably be wondering where Orochi fits in to the series: what new nuances it brings and how they affect the finely honed balance between battlefield strategy and button-bashing combat that Koei has pioneered. Read on.
The game is, essentially, a mash-up between Samurai Warriors and Dynasty Warriors. It's been made possible thanks to the nefarious evil of the Serpent King Orochi, who has created a rift in the space-time continuum to test himself against warriors from each era (which is, of course, depicted in a characteristically cutting-edge cut-scene intro). It incorporates practically all the playable characters from both games across four campaigns, with maps and features that will be familiar to fans of either series. And all of the hallmarks are there - from the dizzyingly silly techno soundtrack and comedy voice-acting, to the countless numbers of combatants and constant ebb and flow of battle.

The new Team Battle System produces more intense combat than ever before.
The thing that sets it apart from each series - the new gimmick - is the 'team battle system'. Which basically means that you pick a team of three fighters and switch between them whenever you like during battles. While team members aren't fighting, their signature musou moves, and their health, are recharged. It means that it's possible to wreak even more destruction than before, by switching between characters to chain Musou attacks, and it's possible to keep going for longer, by switching between characters to recover health. The other big new thing is a weapon fusion system that allows you to combine weapons to create more powerful ones.
The problem with the latter feature is that it's under-powered until you start picking up the most powerful weapons. Why go to the bother of fusing weapons when next mission you can pick up a new weapon that's so much more powerful than the two combined? The simple answer is that you don't have to bother. You can just choose not to fuse any weapons and it'll be like it was never there. It's more difficult, however, to ignore the flaws with the former feature: because the team battle system is not all it's cracked up to be.
The most dramatic upshot of the feature is that combat now gets more intense than ever before. Battles are now composed of a series of intense flashpoints: almost every mission features at least one set-piece that surrounds you with multiple enemy officers, where switching between characters becomes an essential survival strategy. While that does make the combat histrionics even more heroic and intense than ever before, it also gets a bit confusing, especially if you find yourself buffeted by a succession of special attacks. More seriously, it seems to lessen the emphasis on battlefield strategy - on reading and reacting to the ebb and flow of battle. The missions in Orochi seem much more straightforward by comparison to other games in the series.

It's possible to fuse weapons together to create more powerful ones. But pretty pointless.
The other drawback with the team battle system is that it makes players so highly powered that protecting NPCs becomes even more prominent than in other Warriors games. And boy is it frustrating when you're more powerful than ever before to fail a mission because your general can't defend himself - especially if you've spent a good twenty minutes reaching the game's cheapo final boss. And is it really too much to expect a next-gen title to allow you to invert the camera axes?
So those are the drawbacks. What about the positives? Well the positives are that it's another new Warriors game. It might not be the best of them, but you're not going to find too many games like them anywhere else. It's certainly not as smart, or as entertaining, as the more cerebral, if sedate, combination of action and strategy in other Warriors titles. But as an amuse bouche between the last round of Warriors games and the next one it works fine, serving up just enough novelty to pep up the classic Warriors recipe, while leaving you eager to taste the hopefully meatier delights of Dynasty Warriors 6 next year. It's just a shame that compared to the innovative excellence of Koei's other battlefield titles like Bladestorm or Gundam Musou, or even just Samurai Warriors 2, Warriors Orochi falls a little short.
6 / 10
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Comments (20) Latest comment 4 years ago
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I think you described most of the stuff I love about the 'warriors' games. Still, for some reason I don't find this one appealing and I think the review just reinforces this.
I think what I really want is DW3:EW with really snazzy graphics!
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I recently reviewed this myself (http://www.thunderbo ltgames.com), and found it enjoyable to a degree, but the series is desperately in need of some serious changes and enhancements. I scored it 5/10.
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FWIW, this is probably my favourite non-Empires DW/SW game. It's a pretty nice intro to the series, IMO, as the story's more self-contained than normal, and it does a slightly better job of introducing characters one at a time.
The overhall will come with the next game, which is PS3/360 only, and has a whole new combat system, which is looking quite interesting.
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Not one to split hairs but it actually says 3/10 in your review.
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Thanks for the good vibes on the site everyone, we are proud of the site and appreciate the kind words.
As for mattigan, well, I'm not even gonna bother to retort.
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For example, the first time I played through, I spent most of my points on levelling up characters, and the final batte with Orochi was extremely hard due to the small amounts of damage I was doing to him.
However on my next play through I concentrated on upgrading Guan Ping's weapon, loading it up with Blast, Ice and Lightning properties, along with a few others to increase strength and damage overall.
Made a HUGE difference. I was able to take down Orochi in less than a minute due to the stupid levels of damage I could inflict with Guan's 'crowd clearing' (charge off of the 3rd attack) move.
Where the game falls down for me however, is in the 3-character system. You typically end up with 1 overpowered favorate, and 2 unused and underpowered 'hangers on'. The Musou attacks are also very hard to chain properly. I've never managed to do a chain where the 2nd characters musou attack wasn't mostly just striking at thin air.
Still, I'm having fun with it. Like all DW/SW games its just fun to dip into for an hour or so every now and then.
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Still if you did not like the game play that would not change your mind.
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The only thing that annoyed me was the camera control. I like the option to change from inverted to normal, and WO won't let you alter that.
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In the passing, I have a group for this called The Orochi Uprising
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Yes, unfortunately that's the way things are with WO. No option to change the setting at all.
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Shit, I wanted this bad, but I also hate that "inverted thing".
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/bursts out laughing.