Bought the first one today after renting and really enjoying it.
Normally I'm not a huge fan of Musou games, but this one feels more like an action JRPG than a Musou in some ways.
You still fight large groups and there's the equivalent of 'officers' and 'gate captains', but you have a hub with shops and quests. The later DW games probably included this kind of stuff I assume.
The characters are really different from each other, rather than being a hundred characters with S,T variations.
There are still a few characters with this system which is fine, but I get bored of these types.
I mentioned Isla in the other topic. I have Bianca now who uses a bow and has better range so I've switched to her, but before I unlocked her I was using Isla all the time. She doesn't use the usual S,T strings.
Her mechanic is really interesting. She uses a sort of boomerang thing. S is a wide, horizontal arc, and T is straight ahead and arcs vertically a little. At first she felt a bit slow, and the boomerang moves a bit slowly as well, but then I realized if you press either of the attack buttons after throwing it, she calls it back earlier which alters its flight path.
The second aspect to her mechanics is when it returns to her hand, you'll see some purple energy appear on her hands. If you press an attack button during this, she'll immediately throw a powered up version of the normal two patterns. These can be called back earlier if you choose as well, and you can continuously link powered up throws.
The difference between letting it fly and calling it back early is range. The arcs will go wider and much further if left alone, normal or powered. Calling them back shortens the arcs and tightens there flight path. Both are good depending on the situation.
Like with an uncalled one, you have time to move around or dodge roll which lets you reposition in cases where enemies get pushed out of range or you need to avoid an attack. With the shortened one, you don't have as much time since the range is cut down to around mid. She can also use these throw mechanics in the air, but I find these far less useful.
As for her supers (these require MP) I mainly use her super throw, where her boomerang becomes huge and she throws it in a straight line. It travels absurdly far and is great for clusters or hallways full of enemies.
I'd say Isla is, so far, the hardest to use character due to the timing and spacing involved to use her effectively.
Bianca has much better range. Like Isla, she doesn't use the S,T variations. S repeatedly fires arrows, and holding it down does a charge shot that has up to three levels. It travels in a straight line, goes through enemies, and you can aim it yourself. She can also fire in the air which will slightly slow her descent.
Her triangle attack is a jump kick I think, but I don't get much use out of that.
Her specials are amazing through. Plasma Dome creates an electricity field. She fires an arrow upward in the air then drops on enemies like a mortar. It can be used to obstruct or just drop in a crowd. Fantastic for choke points. Her other one (forgot the name) lets you lock on to multiple targets and fire homing lasers. She almost feels like playing a ranger in Dragon's Dogma.
There are still more power ups I need to unlock for her so there might be more mechanics to add.
Normally I'm not a huge fan of Musou games, but this one feels more like an action JRPG than a Musou in some ways.
You still fight large groups and there's the equivalent of 'officers' and 'gate captains', but you have a hub with shops and quests. The later DW games probably included this kind of stuff I assume.
The characters are really different from each other, rather than being a hundred characters with S,T variations.
There are still a few characters with this system which is fine, but I get bored of these types.
I mentioned Isla in the other topic. I have Bianca now who uses a bow and has better range so I've switched to her, but before I unlocked her I was using Isla all the time. She doesn't use the usual S,T strings.
Her mechanic is really interesting. She uses a sort of boomerang thing. S is a wide, horizontal arc, and T is straight ahead and arcs vertically a little. At first she felt a bit slow, and the boomerang moves a bit slowly as well, but then I realized if you press either of the attack buttons after throwing it, she calls it back earlier which alters its flight path.
The second aspect to her mechanics is when it returns to her hand, you'll see some purple energy appear on her hands. If you press an attack button during this, she'll immediately throw a powered up version of the normal two patterns. These can be called back earlier if you choose as well, and you can continuously link powered up throws.
The difference between letting it fly and calling it back early is range. The arcs will go wider and much further if left alone, normal or powered. Calling them back shortens the arcs and tightens there flight path. Both are good depending on the situation.
Like with an uncalled one, you have time to move around or dodge roll which lets you reposition in cases where enemies get pushed out of range or you need to avoid an attack. With the shortened one, you don't have as much time since the range is cut down to around mid. She can also use these throw mechanics in the air, but I find these far less useful.
As for her supers (these require MP) I mainly use her super throw, where her boomerang becomes huge and she throws it in a straight line. It travels absurdly far and is great for clusters or hallways full of enemies.
I'd say Isla is, so far, the hardest to use character due to the timing and spacing involved to use her effectively.
Bianca has much better range. Like Isla, she doesn't use the S,T variations. S repeatedly fires arrows, and holding it down does a charge shot that has up to three levels. It travels in a straight line, goes through enemies, and you can aim it yourself. She can also fire in the air which will slightly slow her descent.
Her triangle attack is a jump kick I think, but I don't get much use out of that.
Her specials are amazing through. Plasma Dome creates an electricity field. She fires an arrow upward in the air then drops on enemies like a mortar. It can be used to obstruct or just drop in a crowd. Fantastic for choke points. Her other one (forgot the name) lets you lock on to multiple targets and fire homing lasers. She almost feels like playing a ranger in Dragon's Dogma.
There are still more power ups I need to unlock for her so there might be more mechanics to add.
Last edited by Birdman on Wed Sep 25, 2019 7:45 am; edited 1 time in total