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Choose your weapons

Once in the thick of the action animation, backdrops and effects are okay, but never spectacular. Draw distances are unforgivably poor, with garrisons and war machines suddenly popping into existence. Similarly, groups of soldiers will appear on the battlefield, as if by magic. Character models can also be unwieldy and appear awkward, particularly if asked to do anything except run or fight. One particular section, in which you must ‘climb’ a rock face, is of particular embarrassment as the character model hops jarringly up the unconvincing terrain.

Dynasty Warriors 7

Tai Chi break?

Each fighter is able to hold two weapons and switching between the two is essential to prolong combos and up the damage quotas. Faced with a choice of weapons from the humble sword, through to pike, club, rapier, tonfas, claws and more, you’ll soon be wreaking a particularly deadly havoc on the field of war, as the kill counter gleefully spirals forever up.

Disappointingly, however, while there are a huge number of weapons on offer, each of the game’s heroes wielding swords, axes, and the like, are exactly like the next – seemingly the motion capture and animation budget didn’t stretch to include different techniques within the same weapon category. Hero characters might be capable of felling fifty enemy soldiers with the merest swipe of a sword, but it will always be the same swipe; not ideal when it comes to keeping things fresh.

As in previous games, the hostiles on show are a mix of foot soldiers, captains and generals – only the latter two categories offering any sort of resistance. Despite often being surrounded by fifty or more soldiers you’ll rarely feel threatened. In fact, in my experience, most game over screens tended to be caused either by one of a fraction of singularly powerful enemies, such as the peerless Lu Bu, or else a mission-critical friendly unit dashing off to his death; much to my personal chagrin.

Dynasty Warriors 7

Heavy weapons

Fighting largely consists of hammering the standard attack button while interposing a strong attack here and there in order to pull off a variety of finishes to your combos. Once fully charged, it’s also possible to unleash so-called ‘Musou’ attacks, magical assaults ideal for causing widespread damage and knocking down all hostiles, regardless of size and strength. It’s a simplistic formula, but one which becomes oddly hypnotic due to the sheer number of foes cast asunder.

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Latest Comments

such a shame

the original game was so much fun and different when it came out

shame to see the franchise has become just another typical uninnovative franchise :(

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Ummm

It's been a long time since I was a hardcore gamer but Crysis springs to mind. That's on PC tho, maybe the fib factor is higher on teh consoles?

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re: ingame trailers

while your example is correct, i've noticed that trailers featuring in-game graphics or even gameplay are getting much more common - ala cod modernwankery2 and blackops etc.

the concept of a very flash looking prerendered trailer or intro movie is fast being replaced by ingame examples, due in no small part to the rapidly improving in game graphics.

10 years ago an FMV was needed for people to drop their jaws, nowadays just look at the frostbite2 engine gameplay trailers for battlefield3, or gameplay footage of crysis2, both of those can acheive the same effect using only what the game is built from already.

OT: the game looks bad. :(

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I mean, no offense....

But, when was the last time you saw an intro video to a game that showed you ACTUAL game footage/activities you can do....

If a Deathwing attack actually LOOKED like it does in the intro vid to WoW's Cataclysm, I MAY actually be terrified....but it doesn't.

So, one needs to think of these ads as just that, ads that are made to mind-fuck people into paying for said product.

Ah well, sigh.

Cheers!

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I'm a fan...

...and even I am not going to buy this. The first DW on next-gen consoles had only marginally better graphics than the PS2 version, and less missions. It also had a pitiful view distance and number of on-screen enemies. This got even worse, to the point of being nearly unplayable due to inability to figure out what was going on around you, if you played split-screen coop. This when at roughly the same time on the same platform we had Heavenly Sword and its countless legions of enemies, stretching for what looked like miles. Burn me once, shame on me - not going to get burned twice.

As I find myself saying all too frequently these days: if you can't do graphics, do gameplay; if you can't do gameplay, do graphics; if you can do neither graphics nor gameplay, do another freakin' job.

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