History YMMV / DynastyWarriors

1st Dec '16 7:39:55 AM ImperialMajestyXO
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* AlternateCharacterInterpretation

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* AlternateCharacterInterpretationAlternativeCharacterInterpretation
1st Nov '16 6:43:20 PM ChrisX
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*** Considering women in the novel are always overlooked, those not yet playable will also be part of said wishlist, ranging from Lady Wu/Wu Guotai[[note]]Sun Jian's wife and the Wu matriarch; historically seen as a CoolOldLady[=/=]ReasonableAuthorityFigure and a ShipperOnDeck of Liu Bei and her daughter.[[/note]], Lady Bian/Bian Shi[[note]]Cao Cao's wife who shares some traits with Lianshi, especially RagsToRiches and TeamMom; above all, she's also a TokenGoodTeammate, according to the material source[[/note]], Lady Guo/Guo Nuwang[[note]]Cao Pi's favorite concubine at the cost of Zhenji, rumored to be responsible for getting Pi to order Zhen's suicide (though considering Zhen is already an {{Alpha|Bitch}} RichBitch, how can Nuwang "out-bitch" her, especially when it's implied Zhenji is a CompositeCharacter of the historical Lady Zhen and Lady Guo?)[[/note]], Sunshi[[note]]Sun Ce's daughter and Lu Xun's wife (though no evidence ties her birth mother to Daqiao)[[/note]], Sun Luban[[note]]Sun Quan and Lianshi's daughter, rumored to be a ManipulativeBitch in the late-Wu era[[/note]], Xin Xianying[[note]]A smart late-Wei era officer's daughter who advises Sima Yi in his campaign against Zhuge Liang, with a close relationship to Yang Hu and suspicious of Zhong Hui like Wang Yuanji[[/note]], Yang Huiyu[[note]]Cai Wenji's niece and Yang Hu's sister, who becomes Sima Shi's wife[[/note]], Dong Bai[[note]]Dong Zhuo's granddaughter. Fans like to portray her as a literal TinyTyrannicalGirl who took after her grandpa, making her an evil little girl.[[/note]], etc. It should come to no surprise then the {{Android|Games}} TradingCardGame SpinOff ''Shin Sangoku Musou Blast'' features plenty of women with varying designs, with most of these ladies (except Sunshi) getting featured (including male officers Cheng Pu and Liao Hua); hell, there was even [[https://twitter.com/musou_blast/status/517156153877213185 a popularity poll]] for all characters. The winner? [[DarkHorseVictory Fan Yufeng]][[note]]Sister of minor lord Zhao Fan, a sworn brother of Zhao Yun, who offered Yufeng to Yun as his bride, but [[ChasteHero he refused as to not ruin their friendship or her chastity]]. This act was enough to have UsefulNotes/PekingOpera ironing Yun/Yufeng's relationship such that they do get married on their own accords; further compounded when Yufeng's name contains the Chinese character for "phoenix", making this a good reference to the dragon-phoenix motif in Myth/ChineseMythology with Zhao Yun (his stylistic name "Zilong" contains the Chinese character for "dragon"). It's the closest Koei has to an OfficialCouple for Yun, unless the publisher goes with the alternate pairing of Zhao Yun in ''Romance of the Three Kingdoms Extreme'' with Ma Chao's sister Ma Yunlu[[/note]].

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*** Considering women in the novel are always overlooked, those not yet playable will also be part of said wishlist, ranging from Lady Wu/Wu Guotai[[note]]Sun Jian's wife and the Wu matriarch; historically seen as a CoolOldLady[=/=]ReasonableAuthorityFigure and a ShipperOnDeck of Liu Bei and her daughter.[[/note]], Lady Bian/Bian Shi[[note]]Cao Cao's wife who shares some traits with Lianshi, especially RagsToRiches and TeamMom; above all, she's also a TokenGoodTeammate, according to the material source[[/note]], Lady Guo/Guo Nuwang[[note]]Cao Pi's favorite concubine at the cost of Zhenji, rumored to be responsible for getting Pi to order Zhen's suicide (though considering Zhen is already an {{Alpha|Bitch}} RichBitch, how can Nuwang "out-bitch" her, especially when it's implied Zhenji is a CompositeCharacter of the historical Lady Zhen and Lady Guo?)[[/note]], Sunshi[[note]]Sun Ce's daughter and Lu Xun's wife (though no evidence ties her birth mother to Daqiao)[[/note]], Sun Luban[[note]]Sun Quan and Lianshi's daughter, rumored to be a ManipulativeBitch in the late-Wu era[[/note]], Xin Xianying[[note]]A smart late-Wei era officer's daughter who advises Sima Yi in his campaign against Zhuge Liang, with a close relationship to Yang Hu and suspicious of Zhong Hui like Wang Yuanji[[/note]], Yang Huiyu[[note]]Cai Wenji's niece and Yang Hu's sister, who becomes Sima Shi's wife[[/note]], Dong Bai[[note]]Dong Zhuo's granddaughter. Fans like to portray her as a literal TinyTyrannicalGirl who took after her grandpa, making her an evil little girl.[[/note]], etc. It should come to no surprise then the {{Android|Games}} TradingCardGame SpinOff ''Shin Sangoku Musou Blast'' features plenty of women with varying designs, with most of these ladies (except Sunshi) getting featured (including male officers Cheng Pu and Liao Hua); hell, there was even [[https://twitter.com/musou_blast/status/517156153877213185 a popularity poll]] for all characters. The winner? [[DarkHorseVictory Fan Yufeng]][[note]]Sister of minor lord Zhao Fan, a sworn brother of Zhao Yun, who offered Yufeng to Yun as his bride, but [[ChasteHero he refused as to not ruin their friendship or her chastity]]. This act was enough to have UsefulNotes/PekingOpera ironing Yun/Yufeng's relationship such that they do get married on their own accords; further compounded when Yufeng's name contains the Chinese character for "phoenix", making this a good reference to the dragon-phoenix motif in Myth/ChineseMythology with Zhao Yun (his stylistic name "Zilong" contains the Chinese character for "dragon"). It's the closest Koei has to an OfficialCouple for Yun, unless the publisher goes with the alternate pairing of Zhao Yun in ''Romance of the Three Kingdoms Extreme'' with Ma Chao's sister Ma Yunlu[[/note]].Yunlu (who's an OriginalGeneration in that work)[[/note]].
21st Sep '16 6:20:47 AM longWriter
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* AnnoyingVideoGameHelper
** Elephant Lieutenants in the online version. Sure, almost every lieutenant can be annoying in one way or another (more than they can be useful, anyways), but Elephants are by far the most annoying ally to have following you around. Their attacks will constantly spread out the enemies you've been trying to herd into a small group to kill quicker, and it's practically impossible to string up combos with them since all of their attacks [[FoeTossingCharge launch enemies into the air]]. Sure, you could have them charge instead, but then you have to listen to that [[MostAnnoyingSound god damn gong constantly.]] The worst part is that you have to use them almost 100 times to meet the requirement to be able to ride them (which, depending on if someone is selling them for gold, may or may not mean spending real money to do it).
** Computer ally officers are also a huge annoyance. At least you can tell a human player that you don't really need their help to take a soldier base.
*** The "Musou officers", I.E. the characters from the original game, are some of the strongest characters on the field, but unless you are trying to take over a base, then their "contributions" don't count to a game score; a captured base is counted as being on your side but a mook taken down is not a K.O. for your side, meaning that unless the officer takes down an enemy who needs to be upgraded to kill mooks at the fastest time, they don't really help.
** Mounted ally officers are globally loathed by players throughout the series. Not only do they rarely contribute to the fight with their weak and inaccurate mounted attack, they also have the annoying habit to get into your way while you are trying to focus on comboing an enemy officer, often pushing you out of your combo, resulting in a number of consequences, none of them good. Needless to say, it is a relief to see them starting to get wiser in 6 by dismounting first before engaging with an enemy.
*** The lieutenant officers which you can recruit in 5's Extreme Mode really takes the cake. Unlike the bodyguards in normal mode, they can't be ordered to take a defensive stance or stay their ground, which more often than not results in them charging at a squad of enemy mooks and prematurely break their formation with a charged-attack, forcing the player to go after the scattered mooks one by one to clean up their jobs, significantly increasing the risk and time the player has to take to complete the stage. On a special stage filled with elemental cross-bows, them stealing your officer kills and breaking your combo would be the least of your problems.
** Almost literally anytime you're in a fight with more allies than enemies, especially if the numbers are at least 5 to 1. You're probably the one who does the most damage, and your allies are probably the ones who knock enemies out of your combos. It can make finishing enemies a pain when you're trying to find them. At least enemies are rarely able to strike back cause they're constantly thrown around in the air...[[OhCrap unless you're playing 7 onwards with the introduction of air musous]]. [[FakeDifficulty At that point, you'll probably either feel pain or see a lot of it]].



** The "Lockup" Stratagem in ''Dynasty Warriors 7: Empires'': it closes the gates on a certain number of bases for about 60 seconds, which often does more harm than good, since if players get shut inside a base, there's no way to get out until the gates re-open. Sure, most players will learn to not use it, but [[ArtificialStupidity AI-controlled allies won't]]. There's nothing more frustrating than getting trapped in an allied base [[StopHelpingMe as soon as you step into it]], especially when you are pursuing an enemy or trying to get to somewhere in a hurry. Enemies can at least be excused as attempting to trap you for activating this Stratagem. Whether your allies are just trying to help or deliberately trolling you when they do it is anyone's guess.

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** The "Lockup" Stratagem in ''Dynasty Warriors 7: Empires'': it closes the gates on a certain number of bases for about 60 seconds, which often does more harm than good, since if players get shut inside a base, there's no way to get out until the gates re-open. Sure, most players will learn to not use it, but [[ArtificialStupidity AI-controlled allies won't]]. There's nothing more frustrating than getting trapped in an allied base [[StopHelpingMe [[AnnoyingVideoGameHelper as soon as you step into it]], especially when you are pursuing an enemy or trying to get to somewhere in a hurry. Enemies can at least be excused as attempting to trap you for activating this Stratagem. Whether your allies are just trying to help or deliberately trolling you when they do it is anyone's guess.



* StopHelpingMe
** Elephant Liutenants in the online version. Sure, almost every liutenant can be annoying in one way or another (more than they can be useful, anyways), but Elephants are by far the most annoying ally to have following you around. Their attacks will constantly spread out the enemies you've been trying to herd into a small group to kill quicker, and it's practically impossible to string up combos with them since all of their attacks [[FoeTossingCharge launch enemies into the air]]. Sure, you could have them charge instead, but then you have to listen to that [[MostAnnoyingSound god damn gong constantly.]] The worst part is that you have to use them almost 100 times to meet the requirement to be able to ride them (which, depending on if someone is selling them for gold, may or may not mean spending real money to do it).
** Computer ally officers are also a huge annoyance. At least you can tell a human player that you don't really need their help to take a soldier base.
*** The "Musou officers", I.E. the characters from the original game, are some of the strongest characters on the field, but unless you are trying to take over a base, then their "contributions" don't count to a game score; a captured base is counted as being on your side but a mook taken down is not a K.O. for your side, meaning that unless the officer takes down an enemy who needs to be upgraded to kill mooks at the fastest time, they don't really help.
** Mounted ally officers are globally loathed by players throughout the series. Not only do they rarely contribute to the fight with their weak and inaccurate mounted attack, they also have the annoying habit to get into your way while you are trying to focus on comboing an enemy officer, often pushing you out of your combo, resulting in a number of consequences, none of them good. Needless to say, it is a relief to see them starting to get wiser in 6 by dismounting first before engaging with an enemy.
*** The lieutenant officers which you can recruit in 5's Extreme Mode really takes the cake. Unlike the bodyguards in normal mode, they can't be ordered to take a defensive stance or stay their ground, which more often than not results in them charging at a squad of enemy mooks and prematurely break their formation with a charged-attack, forcing the player to go after the scattered mooks one by one to clean up their jobs, significantly increasing the risk and time the player has to take to complete the stage. On a special stage filled with elemental cross-bows, them stealing your officer kills and breaking your combo would be the least of your problems.
** Almost literally anytime you're in a fight with more allies than enemies, especially if the numbers are at least 5 to 1. You're probably the one who does the most damage, and your allies are probably the ones who knock enemies out of your combos. It can make finishing enemies a pain when you're trying to find them. At least enemies are rarely able to strike back cause they're constantly thrown around in the air...[[OhCrap unless you're playing 7 onwards with the introduction of air musous]]. [[FakeDifficulty At that point, you'll probably either feel pain or see a lot of it]].
20th Aug '16 5:01:32 AM NetImp
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** ''Dynasty Warriors 6'' introduced the Renbu System ("Renbu" meaning "chain dance"), which no longer limited attacks to a simple normal string, but can go on infinitely at any time (including the newly implemented string of charged attacks). As the level on the Renbu gauge increases, more attacks (normal and charged) are added to the attack string. However, the only way to increase the Renbu level is by constantly attacking enemies (raising the chain counter), but that's not the worst of it: the Renbu gauge can decrease by either not raising the chain counter (making this very frustrating in {{Escort Mission}}s) or taking heavy damage from enemy attacks; with the right abilities, Renbu gauge loss can be mitigated. The real problem stemming with this system is it was a fine idea on paper, but not effective for higher difficulty play, as it's not uncommon for one of the fifteen or twenty {{Mook}}s to hit players during the middle of a {{Combo}}, thus breaking momentum. Some characters could easily recover, but other characters' move-sets (such as Dian Wei and Xiahou Dun) felt so uncomfortable to play with at higher difficulties they were downright unusable. The reception to this mechanic was so bad it was removed completely from ''6: Empires'' in favor of upgrading weapons themselves to give more elaborate {{Combo}}s. Although simplifying the upgrade system is common for the ''Empires'' expansions in order to allow more focus on the kingdom management aspects, this is the first time a ''core battlefield mechanic'' was completely excised between a numbered installment and its expansion.
** ''Dynasty Warriors NEXT'' is full of these, even when players disregard its forcefully implemented control schemes:
*** Battles in "Conquest Mode" are won by capturing all enemy territories. Each territory has a "Territory Level", and players can only invade an adjacent territory with a lower level than theirs. One Territory Level is gained per turn...to a ''single'' territory players control, which is chosen via a slot-machine style where the system shuffles through all of a player's territories until a button is pressed or time runs out, meaning one needs some damn good reflexes to level up the territory they want. Furthermore, if there's no territory for players to attack, they're locked out of a possible action that could be performed; meanwhile, [[UnwinnableByMistake the opponent is probably going to have some fun taking over all of a player's under-leveled territories without the player being to able to do jack about it]].
*** Dueling is essentially a poorly-designed reflex game where players slide their fingers across the screen to counter the enemy when prompted and tap to attack at other times. This gets frustrating at harder levels when the enemy can defeat players with just a few hits, whereas they must hack at the enemy's health bar for over two minutes to finish them off; additionally, there's no way to skip duels. "Campaign Mode" mostly makes players do it as part of the plot, but Conquest Mode throws out at least one per battle (if players are unlucky enough, two or three). Fail in either mode and players must do it all over again until they win, making this a tedious nuisance.
** The "Lockup Strategem" in ''Dynasty Warriors 7: Empires'': it closes the gates to a certain number of bases for about 60 seconds, which really does more harm than good most of the time, because if players are shut inside their own base, there's no way of getting out until the gates re-open. Sure, most players will learn not to use it, but [[ArtificialStupidity AI-controlled allies won't]]. There's nothing more frustrating than getting trapped in an allied base [[StopHelpingMe as soon as players step into it]] while chasing an enemy or trying to get somewhere in a hurry; at the very least, enemies can be excused for attempting to trap players in for using this Strategem. The problem lies with whether allies are just trying to help or deliberately trolling players when they do it is anyone's guess.
** On the topic of gate-locking, ''Dynasty Warriors 8'' brought back the traditional "gate captain" mechanic where players need to defeat a gatekeeper in order to open gates, which would have been fine if the gates remained closed until they're defeated. No: they're often opened until players comes into the keeper's proximity, and in-between the time the guard is at risk of ''getting pushed behind the gates'', it will then promptly close, shoving the guard out of reach, thus forcing players to run out of the area until the gatekeeper returns to his post. Thankfully, this is fixed by the time ''8: Xtreme Legends'' was released.
** "Storm Rush" in ''8'' a multi-hitting attack automatically initiated when players successfully counters an enemy officer with the right weapon affinity and breaking their affinity gauge. Useful, sure, but the fact players can't choose when to trigger it or not means that it can easily break an already flowing {{Combo}} string at the most inconvenient time; coupled with its high damage output, this makes Storm Rush seem rigid. Fortunately, ''8: Xtreme Legends'' added in an option for manual input and triggering of Storm Rush.
** Weapon tempering in ''8'' is the same one used in ''Warriors Orochi'', where weapons can be fused to together to create a better one. Unlike the {{Crossover}}, weapon attributes received from tempering are [[RandomNumberGod completely randomized]], meaning [[LuckBasedMission an excruciating grindfest awaits players if they want to get the attributes they wanted for certain weapons]]. Later patches improved it somewhat by giving a certain pattern to the type of attributes players could get, but it was too little too late, leading Koei to sheepishly bring in the ''Warriors Orochi''-style of weapon crafting where players can freely imbue whichever attribute they want for ''8: Xtreme Legends''.
** The marriage and children system in ''8: Empires'' is a textbook example of another idea that's great on paper, yet terrible in practice. Two married partners can produce a child together, but only one per play-through, with facial features randomly assembled from a mixture of the parents' facial assets; the result is usually somewhere between ugly and pure UncannyValley. Unfortunately, there's no re-marrying aspect if one parent or both parents die.

to:

** ''Dynasty Warriors 6'' introduced the Renbu System ("Renbu" meaning "chain dance"), which no longer limited limits attacks to a simple normal string, but instead can go on be chained infinitely at any time (including the newly implemented string of charged attacks). As the level on the Renbu gauge increases, more attacks (normal and charged) are added to by simply mashing the attack string. However, the only way to increase button. The player's moveset is now governed by the Renbu level Gauge, which is filled by constantly attacking enemies (raising the chain counter), but that's not the worst and will gain levels once fully filled, with each level unlocking a new tier of it: moves. However, the Renbu gauge can decrease by either not raising Gauge will deplete if the chain counter (making this very frustrating in player stops attacking (thus making {{Escort Mission}}s) Mission}}s even more frustrating) or taking takes heavy damage from enemy attacks; enemies (Although this can be mitigated somewhat with the right abilities, Renbu gauge loss can be mitigated. abilities), causing the player's moveset to degrade. The real problem stemming with this system is it was that it's a fine idea on paper, but not effective for the poor implementation makes it downright frustrating on higher difficulty play, as it's not uncommon for difficulties, since the aggressive enemy [=AI=] means the player is in constant danger of being hit by one of the fifteen or twenty many {{Mook}}s to swarming around, and getting hit players during just a few times will instantly knock the middle of a {{Combo}}, thus breaking momentum. Some Renbu Level back to 0. This is especially frustrating for characters could easily recover, but other characters' move-sets (such with slower attacks such as Dian Wei and Xiahou Dun) felt so uncomfortable to play with at higher difficulties they were downright unusable. Dun, who would have a hard time regaining their Renbu Levels. The reception to this mechanic was so bad that it was removed completely from ''6: Empires'' in favor of upgrading weapons themselves to give more elaborate {{Combo}}s.the return of the traditional weapon upgrade system. Although simplifying the upgrade system is common for the ''Empires'' expansions in order to allow more focus on the kingdom management aspects, this is the first time a ''core battlefield mechanic'' was completely excised between a numbered installment and its expansion.
** ''Dynasty Warriors NEXT'' is choke full of these, even when players disregard its forcefully implemented the terrible control schemes:
*** Battles in In "Conquest Mode" are won by capturing Mode", the goal is to capture all enemy territories. Each territory has a "Territory Level", and players can only invade an adjacent territory with a lower level than to theirs. One On each turn, the player gains 1 Territory Level is gained per turn...Level...to a ''single'' territory players control, territory, which is chosen via a slot-machine style where styled, aka the system shuffles through all of a player's territories until a button is pressed or time runs out, meaning one needs some damn good reflexes making it very difficult for players to level up the territory they want. Furthermore, if there's no territory for players the player to attack, they're locked the game will lock the player out of a possible action that could be performed; meanwhile, until the situation averts; meanwhile [[UnwinnableByMistake the opponent is probably going free to have some fun taking take over all of a the player's under-leveled territories without the player latter being to able to do jack about it]].
*** Dueling Dueling, which is essentially a poorly-designed reflex game where players slide their fingers finger across the screen to counter the enemy when prompted prompted, and tap to attack at other times. This gets frustrating at harder levels when as your opponent's strength and health gradually rise with the enemy can difficulty, until they are able to defeat players your character with just a few hits, whereas they must you have to hack at the enemy's health bar their thick healthbar for over two minutes to finish bring them off; additionally, down. What makes it worse is that there's no way to skip avoid duels. "Campaign Mode" mostly makes players do it is lenient enough that only put you in a duel as part of the plot, but however Conquest Mode throws out at least one per battle (if (and if players are unlucky enough, two or three). Fail Failing a duel in either mode and players must do it all over again until they win, making this a nothing but a tedious nuisance.
** The "Lockup Strategem" "Lockup" Stratagem in ''Dynasty Warriors 7: Empires'': it closes the gates to on a certain number of bases for about 60 seconds, which really often does more harm than good most of the time, because good, since if players are get shut inside their own a base, there's no way of getting to get out until the gates re-open. Sure, most players will learn to not to use it, but [[ArtificialStupidity AI-controlled allies won't]]. There's nothing more frustrating than getting trapped in an allied base [[StopHelpingMe as soon as players you step into it]] while chasing it]], especially when you are pursuing an enemy or trying to get to somewhere in a hurry; at the very least, enemies hurry. Enemies can at least be excused for as attempting to trap players in you for using activating this Strategem. The problem lies with whether Stratagem. Whether your allies are just trying to help or deliberately trolling players you when they do it is anyone's guess.
** On the topic Speaking of gate-locking, gates, ''Dynasty Warriors 8'' brought back the traditional "gate captain" mechanic where players need to defeat a gatekeeper soldier who's guarding the gates in order to open gates, them, which would have been fine if the gates remained remain closed until they're defeated. No: they're often the gatekeeper is defeated, but they don't. Gates will stay opened until players comes into the keeper's within proximity, and in-between the time the guard gatekeeper is at risk of ''getting pushed behind the gates'', it which will then promptly close, shoving close to shove the guard gatekeeper out of reach, thus forcing players to run out of leave the area until so the gates will re-open for the gatekeeper returns to return to his post.post, then run back hoping the same thing don't happen this time. Thankfully, this is fixed by the time ''8: Xtreme Legends'' was released.
** "Storm Rush" in ''8'' is a multi-hitting attack which is automatically initiated when players successfully counters an enemy officer with the right weapon affinity and breaking their affinity gauge. Useful, sure, but the fact players can't choose when to trigger it or not means that it can easily break an already flowing {{Combo}} string at the most inconvenient time; moment, and when coupled with its high damage output, this makes Storm Rush seem rigid. Fortunately, ''8: Xtreme Legends'' very rigid to use. Fortunately this was fixed in the expansion, which added in an the option for manual input and triggering of to manually trigger Storm Rush.
** Weapon tempering Tempering in ''8'' ''8'', which is the same one used in a weapon crafting system akin to ''Warriors Orochi'', where Orochi'' that allows the player to combine two weapons can be fused to together to create a better one. Unlike in the {{Crossover}}, {{crossover}} however, weapon attributes received from tempering Tempering are [[RandomNumberGod completely randomized]], meaning [[LuckBasedMission an excruciating grindfest awaits players if they want to get the attributes they wanted for certain weapons]]. need]]. Later patches improved it the system somewhat by giving a certain pattern to the type of attributes players could get, but it was too little too late, leading Koei to sheepishly bring in the ''Warriors Orochi''-style of Orochi''-styled weapon crafting where that allows players can to freely imbue whichever attribute they want for ''8: Xtreme Legends''.
** The marriage and children system in ''8: Empires'' is a textbook example of another idea that's great on paper, yet terrible in practice. Two married partners can produce a child together, but only one per play-through, with facial features randomly assembled from a mixture of the parents' facial assets; the assets, and a randomly assigned voice type. The usual result from this is usually the alleged child end up looking somewhere between ugly and pure UncannyValley.UncannyValley, and more often than not paired with a [[VocalDissonance completely mismatched voice]]. Unfortunately, there's no re-marrying aspect if one parent or both parents die.
9th Aug '16 9:53:22 PM SneaselSawashiro
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** ''8'': No English narrator and other dub-related corner-cutting; outside of that, this major installment get a lot of praise.

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** ''8'': No English narrator and other dub-related corner-cutting; outside of that, this major installment get gets a lot of praise.
9th Aug '16 9:52:43 PM SneaselSawashiro
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* WhatAnIdiot: In ''8'' during a battle against Lu Bu at Puyang in Wei's story mode a peon from above shoots an arrow and hits Xiahou Dun taking out his eye. Instead of running away he instead stands there and gloats how they will be victorious and gets [[KilledMidSentence filled with arrows by Xiahou Yuan and Yue Jin.]][[note]]In the novel, it's Xiahou Dun himself who kills the assailant.[[/note]]

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* WhatAnIdiot: In ''8'' during a battle against Lu Bu at Puyang in Wei's story mode a peon from above shoots an arrow and hits Xiahou Dun taking out his eye. Instead of running away he instead stands there and gloats how they will be victorious and gets [[KilledMidSentence filled with arrows by Xiahou Yuan and Yue Jin.]][[note]]In the novel, it's Xiahou Dun himself who kills the assailant.assailant, while the said assailant is mentioned to be Cao Xing (no relation to Cao Cao himself).[[/note]]
26th Jul '16 9:09:39 PM Berrenta
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* TheyJustDidntCare: Many fans have criticized Koei for cutting corners when localizing their games, such as ''Dynasty Warriors 8'' not having any voiced dialogue during the camp segments. Even series fans have accused ''8: Empires'' of this with no dubbed dialogue at all, replacing many characters' weapons for seemingly no reason, simplifying mechanics from ''7: Empires'' and Koei not releasing bug fixing patches outside of Japan.
21st Jul '16 9:44:10 PM morenohijazo
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* UnderusedGameMechanic: ''6'' introduced new mechanics to the series such as grab attacks[[note]]Outside of weapon attack combos[[/note]], dodging, the need to break down doors to bases before entering them, on-map duels, and attacks after winning weapon locks. However, due to the poor reception of [=DW6=] (Mostly due to [[ScrappyMechanic the Renbu battle system]], cut characters, etc.), they decided to scrap all of these features come [=DW7=].

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* UnderusedGameMechanic: ''6'' introduced new mechanics to the series such as grab attacks[[note]]Outside attacks [[note]]outside of weapon attack combos[[/note]], dodging, the need to break down doors to bases before entering them, on-map duels, and attacks after winning weapon locks. However, due to the poor reception of [=DW6=] (Mostly ''[=DW6=]'' (mostly due to [[ScrappyMechanic the Renbu battle system]], cut characters, etc.), they decided to scrap all of these features come [=DW7=].''[=DW7=]''.
17th Jul '16 1:19:48 PM morenohijazo
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Added DiffLines:

* UnderusedGameMechanic: ''6'' introduced new mechanics to the series such as grab attacks[[note]]Outside of weapon attack combos[[/note]], dodging, the need to break down doors to bases before entering them, on-map duels, and attacks after winning weapon locks. However, due to the poor reception of [=DW6=] (Mostly due to [[ScrappyMechanic the Renbu battle system]], cut characters, etc.), they decided to scrap all of these features come [=DW7=].
12th Jul '16 7:29:30 PM ChrisX
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Added DiffLines:

** "God of War, my foot! What's so great about Guan Yu!?"; said by Fu Shiren during [=DW4=]'s rendition, this pretty much become the go-to phrase for anti-Shu fans, especially on Guan Yu, who likes to point out not only his mediocre performance historically but also [[CharacterShilling on how a lot of his kids are claimed to do nothing but praise how great their father is and how other officers look up to him somehow, when his battle prowess weren't that much.]]
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