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Tecmo Koei

Review: Romance of the Three Kingdoms XIII

Aug 07 // Christian Chiok
[embed]35186:5776:0[/embed] Romance of the Three Kingdoms XIII (PlayStation 4 [reviewed], PC)Developer: Koei TecmoPublisher: Koei TecmoReleased: July 5, 2016 (US), July 8, 2016 (EU), January 28, 2016 (JP)MSRP: $59.99 Right off the bat I could tell how deep the game is, and I was going to have a hard time learning the many features the game offered, as it easily one of the deepest game in the PS4 library. As a matter of fact, the game doesn’t do a great job of explaining many of the features to new players, so trying to play through the first few hours were really overwhelming. When booting the game, you get a message that it’s recommended to play through Hero Mode, otherwise known as the game’s Tutorial Mode, to get a good grasps of the game. Immediately as the game showed the introduction, it captivated me and couldn’t wait to progress through the game. At first, the game holds your hand a little bit, pointing out what you need to do and such, as well as explaining the game features. After that though, I couldn’t help to feel a little lost on the mechanics. I spent a few hours fooling around with the game so I can get a good grasp of it. With help, I was able to manage and get a decent understanding of the game, so I proceeded to the main mode, in which traditionally offers a different scenarios to play. The main goal of the game is to stabilize your territory, gain more officers, conquer more territory, and ultimately unify the land, under the flag of Han, Wei, Wu, Shu, Zhong, Jin, or another force. To accomplish this, players will be using the several options and sub-options to increase your territory domestically, which you can do so by appointing yourself or one of your men to the tasks such as Commerce, Farming and Culture. Commerce gives gold, which you can use to pay your officers. Farming feeds your men. Culture attracts people. You can also improve your territory militarily, which is done by hiring new officers. The battle system in Romance of the Three Kingdoms XIII is similar to the previous games, where you encounters an enemy force and takes control of the battle. Otherwise, the AI will decide the outcome. When taking control of the battle, you will leave the world map and enter a more detailed battle map. How it looks depends on where you encounter your opponent, so it can be on the ourskirts, near a city, in a forest. Romance of the Three Kingdoms shares the same epic cinematics found in the Dynasty Warriors series, though not as dynamic and animated. Instead, the cutscenes are still images with little animation. However, it still has that epic feel thanks to the voice acting and the effects added to them. Though I would have proffered if the game had fully animated cutscenes. The soundtrack is also as amazing as in the Dynasty Warriors games as well. As hard as it was to get into at first, I did enjoy my time with the game, such as plotting my dominion over China as well as growing my civilization through the basics of successful commerce, culture, farming and military training. However, after investing my time into it, I don’t think it’s my type of game either. I personally think that Romance of the Three Kingdoms is far from a bad game for what it offers, and I can really appreciate a game that offers a lot of depth. However, as a newcomer to the series, it was really difficult and frustrating for me to get into it at first. According to friends familiar with the series, this was probably a bad entry to start with, and I should play ROTTK10 instead to get into the series, and if you want to get in to the series, I would advise to do so as well. Otherwise, it’s probably a good game for veterans of the series.  [This review is based on a copy of the game provided by the publisher.]
ROTTK photo
Expand Your Empire
Being interested in Japanese culture, learning about the Sengoku era came with the territory. While learning about the history about the era as well as its historical figures, I stumbled upon Samurai Warriors back in late 200...

Attack on Titan photo
Attack on Titan

Two new Attack on Titan game trailers show how it's actually played

Slicin' and dicin'
May 13
// Nick Valdez
Tecmo Koei is one of my favorite developers. I'm a simple man with simple videogame needs, so the fact they pretty much reinvigorated the beat 'em up genre with Dynasty Warriors and their various spin-offs means I'm going to...

Review: Nights of Azure

Apr 14 // Christian Chiok
Nights of Azure (PS4)Developer: GustPublisher: Koei TecmoReleased: October 1, 2015 (JP), March 29, 2016 (NA), April 1, 2016 (EU), April 8, 2016  (AU)MSRP: $59.99 Players will play as Arnice, a holy knight and half-demon agent serving Curia who has been asked to investigate the occurrences on Ruswal. In Rusawl, she was reunited with her childhood love Lilysse, a Saint whose fate is to seal the remains of the Nightlord. With the story taking a "yuri" route with both protagonists, the "main character's love must sacrifice their life to save the world" trope isn't the common one found in most game. In Nights of Azure, instead you will get a  charming, adorable romance that isn't filled with the usual stereotypyes one might dread from the portrayal of a same-gender relationship.  The gameplay itself is a bit simplistic but still good nonetheless, especially as Gust's first take on Action-RPG. As Arnice, you will be able to execute strong and weak attacks as well as guard and dodge from your opponent's attacks. You can use various overpowered transformations and perform special attacks. Luckily, offering a variety of weapon types adds more to the gameplay, Is important to choose the right servants to accompany you in your quest. Servants vary from those that specialize in offense, defense and healing, so it’s important to have a good mix all of three. Additionally, each servant will have its Burst attack that can be used in exchange of Arnice’s SP. Most of the fun relies on using the servants than Arnice herself. It's even better when you equip the right servants and use them appropriately.  When not spending time completing the story, you'll be spending your time at the Ende Hotel where you will be completing Daytime Activities, Events as well as visiting both the Arena and the Altar of Jorth. Everything servers to add more content to the game. The game includes a lot of “Events” in which can result in a side quest or an exchange of dialogue among the characters. While a lot of it is full of the generic tropes you find in your usual anime series, it doesn’t make it less charming. Unfortunately, it can get real repetitive. In the Arena tasks you to complete battles with certain objectives such as only defeating enemies with servants, or beating certain amount of enemies in given time. The better you perform, the better result you will get thus better rewards.  The purpose of the Altar of Jorth is to level up Arnice and her abilities. While servants level up after returning to the hotel, Arnice must collect Blood via quests and combat for her power up and learn nice skills. You may only level up once per visit, sadly. You can also complete Daytime Activities which will grant you skill points that you can use to strengthen yourself for the next fiend hunt.  Unfortunately the game suffers from being one of those games that is awfully easy until the final boss battle where it receives a severe difficulty jump. Additionally, with the Arena's task being easy to complete, the only challenge is aiming to get the highest result in them. I also had a bit of an issue with the 15 minutes limit every time you went out to hunt, but it wasn't a concern either.  The game has that typically beautiful art-style commonly found in Gust games, and with the power of the PlayStation 4, it’s more beautiful than ever. Om top of that, the game also runs at 60 frames per second which is essential for Action RPGs or any action games in general. You will encounter stuttering moments a lot though, and moments when the game feels that is running below 30 frames per second. It can easily mess with the gameplay when the action gets heavy. It’s a bit of a shame that the game didn’t offer cinematic cutscenes, which is common in many RPGs, especially if they aim if they aim to add another layer of emotion to the scene. Thanks to the dialogue, the cutscenes are still enjoyable however, especially when accompanied possibly one of the best selection of soundtracks found in any recent game by Gust.  It definitely had this Final Fantasy vibe. I would still recommend Nights of Azure if you're looking to expand your Action RPG collection on PS4. With a well-crafted story that offers multiple endings, combined with good gameplay mechanics, a variety of Servans add another layer of strategy to the real-time combat. Not to mention that aside from the man story, players will be able to enter the battle arena as well as complete side quests, adding more hours of fun while leveling up your characters.   [This review is based on a digital retail copy of the game provided by the publisher.]
Nights of Azure photo
Would You Save The World Or Your Friend?
Being a big fan of Gust, I always anticipate their next RPG title. When Nights of Azure got introduced, I thought the premise and the characters were quite interesting. Focusing on a same-sex relationship right off the bat be...

Attack On Titan photo
Attack On Titan

See Titan hunting action in the new Attack On Titan Game Trailer

Titans be the Prey, Be the Hunter
Apr 07
// Red Veron
Ever since Attack on Titan was brought to life in anime form, many viewers craved for that fast and visceral Titan slashing anime action in video game form. There has been one attempt in the past, but it didn't quite hit the ...

Review: Atelier Escha & Logy Plus: Alchemists of the Dusk Sky

Feb 08 // Christian Chiok
Atelier Escha & Logy PlusDeveloper: GustPublisher: Koei TecmoRelease Date: 19 January 2016 (NA), January 20, 2016 (EU)MSRP: $39.99 You will be playing as both Escha and Logy, two alchemists recently hired as as members of their R&D division. While learning the ropes of their new occupation, Escha and Logy gather friends and companions as they unlock the secrets of the nearby ruins and help the citizens in a world that is still recovering from a catastrophic event known as "The Dusk". Depending on who you choose as your protagonist (Escha or Logy), the game will feature different story events and endings, but for the most part, some endings are the same no matter who the chosen protagonist is.  The timed assignments from the Atelier Rorona are back. While that may be a turn off already, though fortunately the timed assignments are a lot more tolerable in this entry. You have one main assignment that must be completed within about 4 months, along with a bunch of other optional assignments as well. While completing the optional assignments isn’t essential, you will be rewarded for completing them. While the timed assignments themselves don’t bother me, I really dislike that I can’t truly freely travel as moving around locations consumes days, so you really got to pay attention to your movements. Personally, the assignments being timed hasn’t hinder my ability to complete the game but I would like to be able to explore the game’s world freely. The battle system is quite an improvement from the other entries. This time around you will be able to control a party of six members—three on the front and three on the back. While the three characters on the front are your main party, you will be able to switch out between front and back at your leisure. Additionally, you will be able to link attacks among other party members and guard them whenever prompted. Using either one consumes from your Link gauge, however, so it is important to have some leftoever when you need to protect your party members from a strong opponent’s attack. With the two alchemy systems, the player can combine different items to create a new item(s). "Item Synthesis" is the area Escha is in charge of, while Logy can create armor and weapons through the "drilling/training” system. Both kinds of synthesis can be performed in the workshop, and it's possible to use both systems no matter who the protagonist chosen is. Atelier Escha & Logy didn’t really suffer from being ported into the PS Vita. Even while playing on the PS Vita TV, the game still is nice to look at. Granted, with the system’s resolution it is still noticeable that it’s a PS Vita game, but it’s something that you would have to pay close attention to since it's barely noticeable.  I would definitely recommend the game if you’re looking for your RPG fix on system, even if you already own the PlayStation 3 version. The new playable characters, enemies and story events are definitely worth it.  [This review is based on a digital retail copy of the game provided by the publisher.]
Atelier Escha Logy Plus photo
An Alchemical Adventure
With games like Persona 3, Persona 4, and many of the Hyperdimension Neptunia games coming to portable systems with new features and improvements, it has been a common practice among Japanese developers, and that includes Gus...

Nights of Azure photo
Nights of Azure

Grab your potions: Gust-Chan enters Nights of Azure's realm

Let's get mixin'
Jan 28
// Salvador G Rodiles
It's been a really long time since I played a Gust game. The last one that I went through was Mana Khemia: Alchemist of Al-Revis, which restored my faith in their alchemy-themed titles after Atelier Iris: Eternal Mana left a...
Dead or Alive Xtreme DOA photo
Dead or Alive Xtreme DOA

Sorry, Nope: Dead or Alive Xtreme 3 still not going west

Now with word from Koei Tecmo
Dec 02
// Josh Tolentino
If you're a Dead or Alive fan who prefers poolside partying to fisticuffs, your fortunes this February will largely depend on your location. That's because Dead or Alive Xtreme 3, the latest in Koei Tecmo's unabashedly ribal...

Review: Bladestorm: Nightmare

Mar 17 // Josh Tolentino
Bladestorm: Nightmare (Xbox One, PS4, PC, PS3 [reviewed])Developer: Omega ForcePublisher: Koei TecmoReleased: March 17, 2015MSRP: $59.99 (PS4/Xbox One), $49.99 (PS3) [Note: This review was originally posted on Destructoid. Screenshots used in this review are taken from the PS4 version of the game.] As an aside: this game, based on 2007's Bladestorm: The Hundred Years' War, is one of the weirdest choices anyone could've made when deciding on which games to add to the growing number of "remastered" titles popping up on current-generation consoles and PC. Despite initially generating excitement among the Dynasty Warriors-loving crowd as a long-desired European-themed entry to the franchise, the original game came and went without much comment. That was thanks to its odd-duck design, which even led Jim Sterling, a much bigger Warriors fan than yours truly, to call it a real-time strategy game in his review. I'm not quite as inclined towards that drastic recategorization, but ol' Jim does have a point: Bladestorm is, for good or ill, of a more thoughtful mind than most of Omega Force's  offerings. Indeed, whereas typical Warriors games take history's leaders and convert them into armies unto themselves, Bladestorm takes the player and molds him (or her) into a leader of their own squad of troops. If Dynasty Warriors is about being a human Cuisinart,Bladestorm attempts a wartime version of Katamari Damacy. More on that in a bit. [embed]33644:4594:0[/embed] Bladestorm: Nightmare comes with two main modes. "The Hundred Years' War" mode is essentially identical to the original 2007 release, aside from graphical/mechanical tweaks, and drops player-created mercenaries -- or "merthenaries" to hear the comically bad European-accented voice-acting say it -- on the battlefields of medieval France. There players can work for the French or English factions, supporting one or the other as pay and scruples dictate. They'll interact with luminaries of the era like Edward, the Black Prince, Philippe the Good, and Gilles de Rais, and participate in key engagements like the Battle of Crécy and the Siege of Calais.   The second mode, "Nightmare," is a more linear, scripted campaign set when a monster invasion interrupts the Hundred Years' War, forcing France, England, and the merthenaries they employ to ally against hordes of hellbeasts commanded by none other than Joan of Arc herself. Interestingly, though Nightmare mode is clearly designed to be played after finishing off The Hundred Years' war, players can switch between the two freely, with progression data like levels, money, equipped gear, and distributed skill points carrying over with virtually no restriction.  Graphically, Bladestorm works best on newer hardware. Aside from the added special effects and improved draw distance and environments, the frame-rate drops that I experienced on the PS3 are absent on the PS4 version. Additionally, the Nightmare campaign on PS3 is prone to drastic loss of frames as well, likely due to the much larger squad sizes and the hordes of monsters.  Both modes essentially boil down to an expansive form of territory control. Each of the battlefields is divided into numerous forts, towns, and castles defended by allied or enemy troops. Most missions ("contracts" in merthenary lingo), particularly in the more open-ended base campaign, will task players with conquering one or more settlements by killing off their defenders and beating their commanding officer. The bigger the settlement, the tougher the commanders, and some particularly large castles are basically defended by mini-boss enemies with distinct attack patterns. In Nightmare mode, those defenders can even include dragons, cyclopes, or grim reapers. Doing the killing involves taking command of a squad of troops. Though broken down roughly by weapon type, each soldier type is unique, with strengths, weaknesses, and a set of special attacks mapped to the face buttons. Players can pick up or drop squads they find in the field, or summon reinforcements directly. New to Bladestorm: Nightmare is the ability to create multiple squad leaders, commanding them separately via the battle map or attaching them to a personal unit as a bodyguard, ultimately allowing for up to 200 troops to move and act as a single unit, rolling everyone in the way (hence the Katamari analogy). This type of of structure provides Bladestorm with the same kind of dynamic as the typically more action-oriented Warriors games. Like in those titles, players in this game are often "fire-fighting," moving as quickly as possible between crisis zones, keeping scores and rewards up by plowing through everything along the way. Though ultimately shallow, Bladestorm's battle mechanics do lend the game an impressive sense of scale, particularly when playing as a cavalry leader. I must have done it hundreds of times in my hours with the game, but it never gets old to trigger a charge and flatten dozens of enemies under the hooves and lances of your soldiers. It also never gets old to watch horses slide across the ground like they are hovercrafts, a testament to how rough-hewn the game can be at times. Balance issues are also a concern, as properly leveled cavalry units basically trivialize the whole game except at the highest difficulty levels. I'd actually be more mad that cavalry are so overpowered if they weren't already the most fun class to play, but that's neither here nor there. Bladestorm: Nightmare isn't a Dynasty Warriors game, but it doesn't aim to be, and still ends up being good time when taken on its own merits. In fact, it's a little ironic that its unusual qualities doomed the original release commercially, but help this new release feel much more fresh and engaging than even the latest "core" franchise entries. [This review is based on a digital copy of the game provided by the publisher.] 7 -- Good (7s are solid games that definitely have an audience. Might lack replay value, could be too short or there are some hard-to-ignore faults, but the experience is fun.)
Bladestorm Review photo
Merthenary Lyfe
Bladestorm: Nightmare is not a Dynasty Warriors game. That bit of information might be good or bad news, depending which side of the fence one falls on with regard to Tecmo Koei's long-running brawler series. A...

Hyrule Warriors photo
Hyrule Warriors

Hyrule Warriors releases in Japan this summer

Thousands of mobilns will weep and bleed
May 08
// Pedro Cortes
Back when we first found out about Hyrule Warriors, there was much excitement in the collective pantaloons of Japanator. I mean, combining The Legend of Zelda and Dynasty Warriors seems like a match made in gaming heaven. Unf...
Dynasty Warriors: Gundam photo
Dynasty Warriors: Gundam

Dynasty Warriors: Gundam Reborn heads west this July

My mid-air docking sequence craving will be sated.
Apr 25
// Chris Walden
What's better than fighting and destroying a Gundam? Fighting and destroying thousands of them, that's what. The Dynasty Warriors: Gundam spin-offs have been great fun so far, but I'll admit that I didn't put that much time ...
Fatal Frame photo
Fatal Frame

Fatal Frame Wii U in the works: Plus a film, novel and comic too

The question is, will ANY of this stuff find its way over here?!
Apr 22
// Dae Lee
Fatal Frame and the Wii U were destined for each other. The Wii U tablet was practically made to become my Camera Obscura, fighting for my life and sanity with my dwindling Type-Zero film. With no title or date released yet, ...
Video game photo
Video game

Dynasty Warriors 8: Xtreme Legends coming to PCs near you!

A war is coming.
Apr 18
// Dae Lee
The last time I wrote about the PC version of Dynasty Warriors 8: Xtreme Legends, it was under the assumption that it would probably never be localized for the west and resigned myself to possibly picking up a console version...
Video Games photo
Video Games

More fresh Atelier Shallie details surface

Man, this game looks fantastic
Mar 28
// Elliot Gay
With Atelier Shallie only recently announced for the PS3, it's about time for Japanese publications to start bursting at the seams with new info and screenshots.  Outside of a gorgeous new illustration of both main chara...

Dynasty Warriors 8: Xtreme Legends is coming to PC

I hope they have 'Xtreme' texture packs.
Mar 17
// Dae Lee
Tecmo Koei recently announced that Dynasty Warriors 8: Xtreme Legends will be getting a PC release in Japan on May 23. The PC version comes with the ability to adjust the graphics quality (like good PC ports should), includin...
Video games photo
Video games

Dynasty Warriors 8 Xtreme Legends gets a next-gen comparison video

Lu Bu, now with slightly more eyebrow
Feb 28
// Tim Sheehy
We're doubling down on Dynasty Warriors news today, though this time it isn't Gundam. There's something about smashing through endless hordes of mindless peons while listening to ethnic hair-metal that I find so very rewardi...
Yaiba: Ninja Gaiden Z photo
Yaiba: Ninja Gaiden Z

Yaiba: Ninja Gaiden Z looks to be one crazy game

New trailer for the zombie beat'm up
Jan 28
// Josh Totman
In this newest trailer for Tecmo Koei's zombie kill fest Yaiba: Ninja Gaiden Z, we get to check out Yaiba's newest outfits in the game. Some of the crazy outfits include standard camouflage, a Nuigulumar outfit from the movi...
Toukiden short film photo
Toukiden short film

Studio 4C's animated Toukiden short is a good time

Good thing the game is fun too
Jan 17
// Elliot Gay
I played Tecmo Koei's feudal hunting action game Toukiden: The Age of Demons back when it first hit the Vita last year in Japan. Much to my surprise, it was a beautiful looking release that controlled well, had a solid main ...
Dead or Alive photo
Dead or Alive

New DOA 5 Ultimate character coming to consoles

Time to beat the loli out of you
Jan 12
// Josh Totman
As the final rounds of the national Dead or Alive 5 tournament were just about to start; Team Ninja developer Yosuke Hayashi had a couple of new announcement he wanted to share with the crowd. The first think ...

Dynasty Warriors 8: Xtreme Legends is heading west

To the PS4, PS3 and the Vita
Dec 19
// Chris Walden
Want to get back into Dynasty Warriors before the intriguing Hyrule Warriors hits the shelves next year? You're in luck, as the Xtreme Legends expansion to Dynasty Warriors 8 will be making its way out of Japan, where it was ...
Vidya photo

Nintendo unveils Hyrule Warriors, and it's glorious

My money, take it. Take it all.
Dec 18
// Tim Sheehy
Dead or Alive 5 Ultimate photo
Dead or Alive 5 Ultimate

Dead or Alive heads to arcades after 13 year absence

With a new face, too.
Nov 16
// Chris Walden
Thirteen years! I may not be that knowledgeable of the fighting game scene, but that seems insane! But hey, it's apparently true, though Dead or Alive 5 Ultimate: Arcade is due to break the series' absence from arcades. ...
Deception 4 photo
Deception 4

Deception 4: Blood Ties Trailer

More deception and... princesses?
Oct 28
// Eric Koziol
Deception IV: Blood Ties, being produced by Keisuke Kikuchi who is known for creating the terrifying Fatal Frame games, seems to be ready to take the already gruesome series to another level of terror. Setting up traps to de...
PlayStation Vita photo
PlayStation Vita

Surprise, Atelier Meruru Plus is out on PSN

And all we could hear were crickets.
Sep 09
// Tim Sheehy
It looks as though Tecmo Koei has once again demonstrated its mastery of PR-Ninjutsu by slipping us another game under the radar. Last week marked the release of Atelier Meruru Plus: The Apprentice of Arland, the PlaySta...
Atelier Escha & Logy photo
Atelier Escha & Logy

New Atelier Escha & Logy trailer is super duper spiffy

In all seriousness, this is looking great.
Jun 04
// Elliot Gay
Gust has really been working hard on the Atelier series this generation. Despite the frequency with which new games have been released, every entry has a unique feel to it. The official Japanese Playstation Youtube account h...
Atelier Totori photo
Atelier Totori

PSA: Atelier Totori for Vita stealth-released on PSN

No marketing + no announcement = Success!
Mar 20
// Josh Tolentino
I'd like to believe that Tecmo Koei actually do care a whit about their publishing the enhanced PS Vita port of Atelier Totori  (called Atelier Totori Plus), but the fact that they didn't even bother to tell an...

David Production are creating the Neptunia anime

Shiny things, confirmed.
Dec 27
// Chris Walden
Hyperdimension Neptunia has been on my RPG radar for a while now. The fact that it's pretty hard to find in the wild, coupled with hearing mixed opinions about the series as a whole, means that I just haven't got around to it...

Dead or Alive 5 coming to Vita, now with pervert mode

Touch to "fight"
Dec 25
// Josh Tolentino
Ah Tecmo Koei. What better - or at least, more characteristic - Christmas present could you give fans of Dead or Alive besides a healthy dose of cheesecake?  Granted, the company's latest announcement wasn't necessa...

Review: One Piece: Pirate Warriors

Nov 02 // Bob Muir
One Piece: Pirate Warriors (PlayStation 3)Developer: Koei Tecmo/Omega ForcePublisher: Namco BandaiReleased: September 25, 2012 MSRP: $49.99 After eating the Gum-Gum Fruit, one of many types of Devil Fruit, Monkey D. Luffy gains the ability to stretch his body like rubber, but at the cost of never being able to swim again. Not letting his handicap deter him, he sets off to sail the seas, finding adventure and gathering a crew. His ultimate goal: to traverse the Grand Line (the most challenging section of the ocean), find the legendary pirate Gold Roger's treasure One Piece, and become the Pirate King. Along the way, Luffy must overcome rival pirates, government-sponsored privateers, shadowy organizations, and ultimately the full might of the Marines. Pirate Warriors follows Luffy from his early adventures in the East Blue all the way to the massive Battle of Marineford, spanning more than a decade of a story that is still only halfway done. As might be expected, adapting the source material into a playable form necessitates massive cuts, and so the game tries to focus on the important fights and events. This is both a blessing and a curse. [embed]27176:1796[/embed] Part of the appeal of a long-running story like One Piece is having a chance to get to know the characters and understand their place in the growing story. While many arcs feel somewhat self-contained due to the nature of traveling from island to island, the arcs often introduce a new crewmate, develop characters, allow background machinations, and generally move the overall story. So when the aforementioned Battle of Marineford occurs, readers understand the weight of the events and why they matter. Combined with the exuberance and earnestness that creator Eiichiro Oda puts into his work, it's easy to become attached to the characters and cheer them on through increasing adversity. There is almost none of that build-up present in Pirate Warriors. The story is a disjointed mess, merely "best of" moments that will only truly make sense to someone who is already familiar with the manga. The majority of the game is told from a flashback occurring at the recent start of the manga's post-timeskip second half, within which the crew flashes back to even earlier events. None of the crew questions why three of them weren't important enough to get a flashback to their introduction story, and apparently no one at Namco Bandai questioned this awkward presentation. Any detailed explanation of characters or the world around them are relegated to a glossary. Chapters open and close with a narrated text dump trying to explain what has happened since the last chapter and what the ramifications of the chapter you just played were. Many cutscenes are presented in manga panels with voiceover, which feels lazy and barely serviceable when the fully animated cutscenes are so visually thrilling. Of course, because there is no overall narrative context, non-fans have much less reason to get emotionally invested with these moments. All that will register is that the guy made out of rubber blows up a ludicrously-sized giant fist to fight a leopard man who can shoot lasers from his finger. That being said, Pirate Warriors features many attention-grabbing moments, such as a guy made out of rubber using a giant fist to punch a laser-shooting leopard man. The story bits that the game adapts may be disjointed, but these moments were chosen for being some of the best, most important parts of the manga. The game manages to capture the spirited tone of the source material. Unlike the sometimes slow and stiff One Piece anime, playing Pirate Warriors felt true to the manic energy of the manga. The core of the game is what you'd expect from Dynasty Warriors -- various combos using square and triangle -- but the attacks are punchy and satisfying, even though there's little challenge in taking out a crowd of enemies. There is also a dash button for dodging attacks that can be mixed into a combo to halt counterattacks and speed up combat even further. Attacking or taking damage builds a meter for crowd-clearing special attacks, which are rarely necessary but feel quite good to mix into combat due to how snappy they feel. Some of the unlockable special moves power-up a character for a time, making you feel like a god on the battlefield. Often a crewmate will be nearby fighting, however, they inflict such small damage that you can't count on them for more than distracting enemies. Instead, it's better to tell one of them to follow Luffy, who gains the ability to summon them for a crew strike after performing the appropriate combo. Crew strikes feel somewhat superfluous, but they're useful for preventing enemies from counterattacking. The combat can be a lot of dumb fun, so it's a shame that the camera tries its best to hinder combat whenever possible. It is content to swing wildly and offer the worst view whenever close to a wall. Adjusting the camera feels flighty and loose, while hitting L1 to center it behind Luffy is not always the best choice. Pirate Warriors attempts to fix this when it matters by allowing you to lock-on to certain powerful enemies with a press of R3, but this is awkward and doesn't help aim attacks. In fact, getting near the wall even while locked on still creates confusion. I'm pretty surprised that a game would be saddled with such a poor camera in 2012. The primary mode is the Main Log, a story mode which follows Luffy, with another character occasionally stepping in for specific fights. Main Log features three types of stages. Musou is a typical Dynasty Warriors kind of stage, pitting you against hordes of enemies, plus a boss fight. Capturing territories is incentivized, requiring enough kills in an area before that location's leader can be challenged for control. Stronger baddies will show up from time to time, usually signaling a mission to beat them or capture a specific territory. Though the game promises that missions have a great outcome on how the stage plays out, they only make a difference in the Battle of Marineford. Otherwise, the reward consists of a character being available to follow Luffy or activating a support ability to stun the enemies in a territory. Another type of stage, boss, is simply a couple boss fights back to back. These encounters are generally more involved than the ones found in the musou stages thanks to plenty of cutscenes filled with quick-time events. QTEs are never a great design choice, but since the pop up so naturally, it's hard to complain in the heat of the moment when it feels like your button presses still make a difference. While this isn't the most flattering comparison, if you were able to enjoy the QTEs in Asura's Wrath by focusing on the crazy events on-screen, you'll probably enjoy these too -- they do an excellent job of keeping the boss fight's energy going. Unfortunately, outside of the cutscenes, boss fights can quickly become frustrating. Most bosses have eaten their own Devil Fruit, granting them powers such as separating body limbs, summoning a hydra made of poison, or even turning into an element like sand or light. It's these element-based enemies that are the most frustrating. According to the rules of One Piece, their bodies are actually made of this element, meaning that they can turn into it at a moment's notice, letting attacks pass right through them. This means your in-progress combos are often going to whiff, leaving you open to a punishing counterattack. The only defense becomes alternating square and X to dash back and forth, getting a light punch in here and there, while fighting the camera to stay focused on your opponent. It slows down what would otherwise be a dynamic fight. The third stage type, action, is all about platforming using Luffy's rubber abilities, with intermittent enemies and a boss at the end tossed in for good measure. Calling it "platforming" is generous, considering that jumping, hitting, dodging, and grabbing the environment occurs via QTEs. Beyond extremely light puzzle elements, traversing an environment practically feels on-rails. This can be exciting at the right moments -- the Battle of Marineford comes to mind -- but more often made me wish that the engine supported greater free movement. It doesn't help that Luffy does the same canned animation every time he has a "Eureka!" moment for creating new ways to use his stretchy body to move around. The game often struggles to maintain its lively pace, a problem that occurs in all three kinds of stages. When surrounded by enemies, bouncing through an action stage, or participating in exciting cutscenes, Pirate Warriors is a thrill. But the moment things slow down, be it from running to find more enemies, searching for the right path across a gap, or feebly chipping away at a boss's health, things begin to drag, and suddenly your engagement drops. Overlooking the game's button-mashing gameplay and imitation platforming is only possible thanks to the euphoria created by the enthusiastic pace. When the adrenaline rush wears off -- and it inevitably will -- your actions suddenly feel repetitive and dull. All that said, when Pirate Warriors is on, it's on, and part of that comes from its presentation. The game is scored with a lively jazz/rock soundtrack, and while I wouldn't call it memorable, it fits the mood of the game perfectly. Similarly, the cel-shaded characters don't possess the most complex graphics, but they're appealing and well animated, translating Oda's unique character designs far better than the anime does. Little touches like the cartoony way enemy soldiers run away with their hands flailing in the air are well appreciated. Sometimes there's a slight disconnect with the background graphics, which fall between bland cel-shading and overly-detailed (yet still styled) realism, but it's nothing too jarring. Slowdown is almost unheard of, with scenes running smooth no matter how many enemies are surrounding you. Not to sound too snobby, but I'm so happy to see the Japanese dub present -- and not just because there's also no English dub. The Japanese voices do a wonderful job at shouting excitedly and screaming melodramatically, getting your blood pumping to mash more buttons. Admittedly, an English dub would have been a good option to have, particularly now that FUNimation is dubbing One Piece instead of 4Kids. But since FUNimation's localization is far behind the Japanese episodes, it would have required a lot of advanced casting for characters that wouldn't appear for dozens of episodes, not to mention the added cost that might have made localizing Pirate Warriors too expensive. There is a nitpick about the dub however, and that concerns the need to read the subtitles to understand the characters. It's not a problem in the cutscenes, but when characters talk during gameplay, it can be difficult to switch your attention between reading subtitles and monitoring the action. In addition, the subtitles will often disappear while performing platforming moves -- perhaps appearing for only a second -- making it impossible to know what was just said. Little of the chatter is terribly important, usually amounting to trash talk, so it doesn't affect progress; still, it is something that wouldn't be an issue if the game had an English dub (or if we all understood Japanese). Progressing through the Main Log opens chapters in Another Log, as well as two boss-rush challenges. Another Log puts the focus on the 12 characters other than Luffy, who all offer unique movesets and playstyles. The characters only have chapters for where they actually appear in the story, but it's possible to use a character in any other character's chapters, with that chapter's official character filling a support role. These are all musou stages, and many of the chapters are nearly identical, especially those of Luffy's crewmates. As Luffy's first crewmate, Zoro gets seven chapters that the other seven crewmates share, while two additional chapters are shared between the remaining four characters. They're a fun distraction, but due to the lack of story, there's little reason to play through them all. It would have been much more interesting for Another Log to offer exclusive fights or events not shown in the Main Log. Since Another Log isn't full of story cutscenes that show changing conditions, it is here that the game can most often react too slowly to your actions. I can't count the number of times I would capture a territory, notice that a powerful enemy had just appeared, or receive the support of another character, only to be told about it half a minute later, as though it had just occurred. It made me wonder whether another powerful enemy had appeared or if it was referring to the one I had already killed off, and with the camera being so unhelpful, I never knew if I was going to get smacked with a strong attack out of nowhere. It was particularly jarring to be fighting a strong enemy, only to be interrupted mid-combo by a stock cutscene introducing that enemy to the battlefield. The chapters in Another Log are available for play in both online and offline co-op, though offline co-op should be avoided at all costs. If the camera was unwieldy in single-player, it is almost unusable in splitscreen. Like many old Game Boy games, screen real estate is sacrificed to allow for full-sized characters, meaning you're almost always unaware that an enemy is charging up a big attack unless they're right in front of you. And even then, the frequent pop-ups explaining the latest mission take up more space. The map has been shrunk and placed twice on the screen when one regular sized map in the middle would suffice. Offline co-op just reeks of a throw-away mode, so it's surprising that teaming up with another player online can be quite fun, even if it just makes the normally easy stages even easier. Every mode also makes use of collectible coins, which offer stat boosts to characters when properly equipped. Coins are gained by killing certain enemies, killing enemies without getting hit, capturing some territories, and opening rare treasure chests. Combining three related coins will cancel out the coins' normal stat boosts and create a team skill that may reduce flinching or increase attack strength when health is low, among other effects. Because the coins are based on characters or items from One Piece, it may be hard for a non-fan to discover team skills without fully understanding what three coins have in common. Even as a fan, I was frustrated to not be able to activate certain team skills due to a missing coin, as the coin distribution is near-random, with little chance to acquire a complete set without heavy grinding. The stat boosts and team skill effects have little impact on gameplay, so it's not a huge concern that acquiring coins is tedious, but it does make the entire system seem superfluous, as if it was only put in place to reference minutia. One Piece: Pirate Warriors ultimately isn't that different from what I expected of a Dynasty Warriors game. The combat is simplistic, and despite the bubbly tempo, there are many parts that could have used more polish or consideration. Fans may decry the complete ignorance of two major arcs (Skypiea and Thriller Bark), as well as the small number of worthwhile non-Luffy fights. And yet, I can't say that I didn't have quite a bit of stupid fun with it. When the shouting characters, weird attacks, and strange enemies come together, Pirate Warriors excels at silly yet awesome spectacle. Just don't expect any depth or lasting appeal once the glow has faded. 6.5 -- Alright (6s may be slightly above average or simply inoffensive. Fans of the genre should enjoy them a bit, but a fair few will be left unfulfilled.)
Yo-ho-ho he took a bite of Gum-Gum
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