I think I’m in a very action-game mood currently. I raced
through both Bayonetta games with
full intent to go back to the second to unlock more goodies. I have a review
here of Hyrule Warriors and I’ll have
another for Sonic Boom here sometime
soon as well. Maybe I’ll get the nerve to jump back into Metal Gear Rising here in the next week or so and see if I can beat
that boss I was having trouble with. Oh, right, I was here to review that Hyrule Warriors.
For a bit of backstory, I’ve never played a Dynasty Warriors game which is what Hyrule Warriors basically is. For those
also unfamiliar with that style of game, Dynasty
Warriors is a series of game where you play Feudal Japanese Warlords
(normally) and fight lots of enemies (most of which are easy to just eliminate)
with the goal of taking the enemy keep or beating the enemy boss. Along the way
there are keeps you may have to acquire for side-objectives or just to help
spread your forces out more. If you lose your base or lose a story-vital unit
you lose the mission.

Yes and no. It improve on a lot of the imperfections I’ve
come to point out over the many years of trying to enjoy most Zelda-games. But
those “improvements” leave themselves open to their own criticisms that make it
hard for me to say whether the changes are objectively better or just creating
new problems overall. I suppose the good news is this game is non-canonical so
that fans won’t get upset about it ruining the lore or dragging down the main
series (if they don’t like it, I mean). But let’s get started.

Link along with Sheik (who is revealed to be Zelda, spoilers), Impa,
and Lana (new girl) must travel across the timelines (with magic) to close the
gateways Cia’s opened up, defeat the evil forces, and end Cia’s mad plans for
Link’s cucco (if you get my metaphor). You’ll fight villains from Skyward Sword, Twilight Princess, and Ocarina
of Time (so not the good N64 Zelda game). There are many token references
to previous games in the weapons, certain attacks, and music. This is literally
a game designed to appeal to Zelda fans and if you are an overzealous fan of
Zelda, you’ll basically get your money’s worth.
Gameplay wise, this game has a lot of differences from your
average Zelda game (obviously, since it’s Dynasty
Warriors). Starting with combat, it isn’t just the usual lock-on, throw a boomerang,
and finish with a jump-slash. This game requires utilizing various combos to
eliminate crowds of enemies. Within the crowds, you’ll have bigger enemies who
can be summoners, keep-bosses, and just big enemies who will be a pain in the
ass if you don’t deal with them fast.

Regardless, combos just don’t have that much variety to
them. And not having the massive combo list of Bayonetta makes discovering a new combo less thrilling. I get
having lots of combos is kind of pointless when you only use certain ones. But
accidentally discovering one during a fight or practicing is what made it more
interesting because you might rotate through a few moves only to find a combo
that looks or feels much better. Hyrule
Warriors doesn’t have that as much, which is disappointing, but not a deal
breaker.
But your AI teammates will lose keeps constantly and instead
of being able to constantly push forward, you have to backtrack a lot to
restore keeps or rescue allies. Backtracking? Shit, I guess this is a Zelda
game after all. I get that bosses require your attention, but in the early game
I remember Impa could capture a Keep while I was capturing another. Nearing the
end, she had to retreat while I was fighting the boss because apparently she
couldn’t keep up. That’s fine, Impa. You just rest while I basically do
everything.
This can be mitigated with Co-Op, but due to the limited
amount of time I had access to this game, I wasn’t able to actually test this
theory out. But I imagine that dividing the problems between two actual people
instead of just the one would make all the major issues less… well… major. No
to mention fighting bosses would be more of a cakewalk… again. Theoretically.
But the badges, from what I’ve noticed, don’t really feel
like the add much to the game. If there is a buff, it’s hard to really notice.
Plus near everyone has the same options for stat buffs but I feel this is
somewhat two-dimensional and doesn’t really feel interesting or fun to me. I
think a more appropriate method would have been a legitimate RPG level-up
system where you can add points to certain stats as you play. Or maybe stats
just level up based on actions (lots of running means more speed, lots of
attacking means more strength, etc).




Overall, this isn’t a bad game by any means. If I were more
of a Zelda fan, I’d probably enjoy it more. If I were more of a Dynasty Warriors fan, I’d probably have
lots of fun. But as an action game or a fantasy game, it just feels lackluster.
Why can’t I get a fast-travel option to help allies on the other side of the
map instead of taking forever to run my fat stupid ass down there? Why can’t I
switch control of characters during a battle so I can assist in multiple areas?
Why can’t I just have better AI that knows how to fight?
There are things this improves upon the standard Zelda
formula, but, as I said, new problems crop up that need to be dealt with and
some of the old problems of Zelda still remain. So, no, I don’t think the
mixture of Zelda and Dynasty Warriors makes a “better” game,
but it’s different and I like enough of what they’re offering to want to play
through the whole thing. But there are better action games out there and had I
not just finished one of them recently, I probably wouldn’t have been much
kinder to Hyrule Warriors.
That’s all for today. If you enjoyed this review and want to
see more content like it, please be sure to like, comment, share, and
subscribe. Did you play Hyrule Warriors?
What’d did you think of it? What do you think of Zelda games in general (I’m
sure we’ll talk more about that soon)? What are your thoughts on Dynasty Warriors? Please be sure to let
us know in the comments below. See ya next time!
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