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(360)

Release Date: 21st September 2007
Developed By Omega Force
Publisher: KOEI

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Warriors Orochi

Review: Warriors Orochi (360)


Really, they shouldn’t have.  Gamestyle if asked would have insisted against such a move and the gaming public would have been almost unanimous in its disapproval.  However, amazingly, Warriors Orochi does indeed exist, with someone out there thinking that combining the two worlds of Dynasty Warriors and Samurai Warriors was a good idea. 

By performing this Frankenstein experiment KOEI has immediately created what could be for many, 2007’s least liked experience.    Either series outside of its Japanese stronghold meets with mixed reviews and general criticism over its limited game play.   Putting both together is certainly a brave move on paper and one that will either flourish or suffer a painful death.   So guess if this move heralds the beginning of a new epic series, complete with revolutionary game play, or just the same old thing again?   

Correct, no change is evident in Warriors Orochi, even when using the most biased perspective, but Gamestyle would suggest it is ultimately a step backwards.   The story for what it’s worth revolves around a legendary demon known as Orochi, or the Serpent King.  Using his powerful demoniac powers he has literally pulled the best warriors from various Japanese and Chinese periods.  While the rival factions battle it out across a strange environment, Orochi also wants to find himself a worthwhile opponent.    Such a setting does offer the opportunity for something new and celebrationary yet rather than create a long-standing and varied storyline, the developers have unkindly reprised the same formula seen on previous Xbox 360 versions of Dynasty and Samurai Warriors.   This means playing through as one of four forces, enjoying (perhaps the wrong word, Gamestyle admits) the unfolding drama from a different perspective.   In effect for the developer it’s just less work as they twist around existing battles to suit the new point of entry.   

Even cut scenes are used sparingly, with the main plot delivery coming from static screens and enthusiastic voice acting.   The inclusion of bonus missions does little to stimulate interest as you head into another wave of oncoming fodder.  Gamestyle would argue that Warriors Orochi is a botched banger, fashioned by an enterprising mechanic to sell on second hand, to an unsuspecting public.   Underneath the bravado, what we have is something that sets out its stall exactly as planned and is in effect the missing link between both games. 

We cannot state how little effort has gone into this release, as even the Achievements are as before.   Rewards are only handed out by unlocking officers and completing particular strands of the storyline.   In effect, exactly the same layout seen before in the previous Dynasty release.  In a game such as this, there must be a reason to plough onwards.  Simply offering rewards after a series of sixty minute missions (or less, depending on your skill) and unlocking twenty or thirty officers is the result of a limited outlook.   What about achieving a particular fast time?  Or killing a thousand opponents on one level?   These are missed opportunities and the by-product of the multi-format approach, where the Xbox 360 has been given little consideration.

Despite all this criticism, for some reason Gamestyle actually achieved a state of nirvana when playing Warriors Orochi.   Amidst all the carnage and repetitive violence, we found ourselves locked into the ‘zone’ unaware of time or what was happening around us.   Perhaps this explains our unhealthy attraction to Warriors Orochi, or more than likely why we don’t venomously dislike it’s existence compared to others.   

Being able to change characters to another officer during an ongoing battle brings an interesting slant to proceedings.   Your can arm and prepare your characters in advance, so by swapping your swift swordsman to a more powerful and sluggish officer, you can turn the tide of the battle.   Using the Weapon Fusion option, can also craft some unique and formidable weapons but you are unable to switch these during an ongoing mission.

The game does at least support both 1080 definitions, although they only highlight the poor graphics, extreme fog and pop-up on display.   These features magnify in the co-operative setting, in what is a limited set of options.   You do have a free mode that offers the chance to please yourself with whatever characters take your fancy, but that’s about it.   The Gallery mode is a missed opportunity to celebrate both games and offer a look behind the scenes.  Instead you’ll have to make do with some pleasing artwork for each of the main characters.   A huge ommission is the lack of online play, whereas this was heralded in Samurai Warriors 2 as a big advancement, sadly its missing here.

In conclusion we have a release that preaches to the converted and does nothing to deliver new fans to the series.  Our limited enjoyment comes after several hours of slicing through brainless, static and repetitive encounters.   It is not something that we can recommend experiencing, as even for fans this instalment does little to push ahead or celebrate both games.   Hopefully Omega Force and KOEI can depart from the limited formula that they have harnessed since the early days of the PlayStation 2 and look to inject new life into this struggling series.


Rating: 3 / 10


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