History VideoGame / SamuraiWarriors

27th Jun '16 5:26:17 PM Perseus
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* BribingYourWayToVictory: The DLC weapons in ''4'' are more powerful than the ultimate weapons and while those are difficult and often confusing to ontain all you have to do for the DLC ones is navigate a menu. The mounts, while not quite as strong as Matsukaze, also have better stats than the majority available otherwise.

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* BribingYourWayToVictory: The DLC weapons in ''4'' are more powerful than the ultimate weapons and while those are difficult and often confusing to ontain obtain all you have to do for the DLC ones is navigate a menu. The mounts, while not quite as strong as Matsukaze, also have better stats than the majority available otherwise.
27th Jun '16 5:26:07 PM Perseus
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Added DiffLines:

* BribingYourWayToVictory: The DLC weapons in ''4'' are more powerful than the ultimate weapons and while those are difficult and often confusing to ontain all you have to do for the DLC ones is navigate a menu. The mounts, while not quite as strong as Matsukaze, also have better stats than the majority available otherwise.
4th Jun '16 9:43:54 PM nombretomado
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* ''Samurai Warriors'' / ''Sengoku Musou'' (PS2, 2004)
* ''Samurai Warriors: Xtreme Legends'' / ''Sengoku Musou Moushouden'' (PS2, 2004)

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* ''Samurai Warriors'' / ''Sengoku Musou'' (PS2, ([=PS2=], 2004)
* ''Samurai Warriors: Xtreme Legends'' / ''Sengoku Musou Moushouden'' (PS2, ([=PS2=], 2004)



* ''Samurai Warriors 2'' / ''Sengoku Musou 2'' (PS2, X360, 2006)
* ''Samurai Warriors 2 Empires'' / ''Sengoku Musou 2'' (PS2, X360, 2006)
* ''Samurai Warriors 2: Xtreme Legends'' / ''Sengoku Musou 2 Moushouden'' (PS2, X360, 2006)

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* ''Samurai Warriors 2'' / ''Sengoku Musou 2'' (PS2, ([=PS2=], X360, 2006)
* ''Samurai Warriors 2 Empires'' / ''Sengoku Musou 2'' (PS2, ([=PS2=], X360, 2006)
* ''Samurai Warriors 2: Xtreme Legends'' / ''Sengoku Musou 2 Moushouden'' (PS2, ([=PS2=], X360, 2006)



* ''WarriorsOrochi'' / ''Musou Orochi'' (VideoGame/DynastyWarriors CrossOver; PC, PS2, PSP, X360, 2007)
* ''Warriors Orochi 2'' / ''Musou Orochi Maou Sairin'' (VideoGame/DynastyWarriors crossover; PS2, X360, 2008)

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* ''WarriorsOrochi'' / ''Musou Orochi'' (VideoGame/DynastyWarriors CrossOver; PC, PS2, [=PS2=], PSP, X360, 2007)
* ''Warriors Orochi 2'' / ''Musou Orochi Maou Sairin'' (VideoGame/DynastyWarriors crossover; PS2, [=PS2=], X360, 2008)
20th Apr '16 8:01:43 PM Ilysis
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* ArtificialStupidity: In the ''4'' games, the horse tends to run circles around you instead of actually coming directly at you if you hold the Call Horse button, meaning you could get halfway to your destination before actually mounting your steed.



* WeCannotGoOnWithoutYou: Even though the loss condition in many stages is stated to be the defeat of another allied commander than yours, you also lose the battle if your own player character loses all their health. Justified for most of the series, since emptying your health bar is a standard for defeat and you make the most impact in a battle. However, this is played somewhat straight in 4, as you can use two playable characters instead of just one and lose automatically when only one of them loses all of their health, even if defeated units generally retreat rather than die.

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* WeCannotGoOnWithoutYou: Even though the loss condition in many stages is stated to be the defeat of another allied commander than yours, you also lose the battle if your own player character loses all their health. Justified for most of the series, since emptying your health bar is a standard for defeat and you make the most impact in a battle. However, this is played somewhat straight in 4, ''4'' and ''4-II'', as you can use two playable characters instead of just one and lose automatically when only one of them loses all of their health, even if defeated units generally retreat rather than die.
6th Apr '16 2:32:23 PM Ilysis
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Added DiffLines:

* WeCannotGoOnWithoutYou: Even though the loss condition in many stages is stated to be the defeat of another allied commander than yours, you also lose the battle if your own player character loses all their health. Justified for most of the series, since emptying your health bar is a standard for defeat and you make the most impact in a battle. However, this is played somewhat straight in 4, as you can use two playable characters instead of just one and lose automatically when only one of them loses all of their health, even if defeated units generally retreat rather than die.
5th Apr '16 7:52:16 PM shadowkusanagi
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[[quoteright:350:http://static.tvtropes.org/pmwiki/pub/images/8c86c97ab678f05ee82978312bb8223f.jpg]]

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[[quoteright:350:http://static.tvtropes.org/pmwiki/pub/images/8c86c97ab678f05ee82978312bb8223f.jpg]]org/pmwiki/pub/images/samurai_warriors_4_empires_2015_09_17_15_013_1.jpg]][[caption-width-right:350:Enjoy the ultimate battle for supremacy in the Warring States Era!]]
5th Apr '16 7:53:14 AM Elyana
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* ShoutOut: In the first game, Mitsuhide is ambushed in his first path's penultimate level, Yamazaki, by a raid of peasant warriors seeking to avenge Nobunaga's murder; killing them fulfils an objective. The real-life Mitsuhide's generally accepted cause of death was being slain by a peasant warrior in the same battle.
18th Mar '16 4:58:21 PM tehSandwich
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* VariableMix: Several stages in ''4'' have music that seamlessly fades from a low-key version to the full song and vice-versa. The game also features filters that are used according to the status of the player (Ex.: A low-pass at low health).
17th Mar '16 10:26:25 AM Edrobot
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* ''Samurai Warriors 4 Empires'' / ''Sengoku Musou 4 Empires'' ([=PS3=], PS Vita, [=PS4=] 2016)
1st Mar '16 1:52:21 PM xXD347HXx
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* ScrewThisImOutOfHere: Many battles will have this occur when it turns against one side and the commander decides it's time to retreat. In ''4'', once you beat the enemy commander all remaining generic characters on that side will immediately panic and run for the nearest spawn area, as well.

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* ScrewThisImOutOfHere: Many battles will have this occur when it turns against one side and the commander decides it's time to retreat. In ''4'', once Once you beat the enemy commander commander, all remaining generic characters on that side will immediately panic and run for the nearest spawn area, as well.area.



** That specific example aside, it's also common throughout the series for a TriumphantReprise of the game's main theme to kick in when victory is near.

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** That specific example aside, it's also common throughout the series for a TriumphantReprise of the game's main theme to kick in when victory is near.



* VariableMix: The background music grows quiet when there are no enemies to beat up nearby.
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http://tvtropes.org/pmwiki/article_history.php?article=VideoGame.SamuraiWarriors