Samurai Warriors 5 – perfect restart or hack?

Setting of medieval Japan has recently become more popular. And in the video game market, projects about feudal Japan of the 16th century quite a lot. This is onimusha, nioh, sekiro, a bunch of strategies, and about hundreds of visual novels unfolding in this period, I generally keep silent.

But there is a series of games that best copes with the transfer of the historical reliability of events. And this is a Samurai Warriors Samurai Samurai series . The fifth number of this blog is the hero of this blog.

And immediately indicate an important moment. Almost all Samurai Warriors games belong to Musou genre. But about the basic features of this genre, I will not talk. Since I prepared a blog about the specificity of the Musou Games in advance. If they are not familiar with the genre at all, then I recommend reading it first.

But despite the number five in the title, you should not worry about the passage of past parts. Firstly, with each license plate, the plot begins from the very beginning, the game is about a specific historical period, that is, the same events cover, but the accents from part to part are placed in different ways. Well, secondly, Samurai Warriors 5 is the restart of the entire series.

But why is this restart, if the plot, so every time it starts from one point? The fact is that by the time the fifth part was released, there was already 61 playable character in the series. Each with its unique combat mechanics and place in the plot. Therefore, the new players, and those who joined the series relatively recently, were difficult to join the river of understanding of what was happening. Yes, and it was already difficult for the developers themselves every time to find a place in the game to all characters. About half of the heroes remained somewhere in the background, not even getting a hint of opening. Therefore, restarting, was able to allow the developers not to pull the burden of unnecessary characters, but to concentrate primarily on history and then form a Roser, starting almost from a clean sheet.

Well, most importantly, this approach allowed to simplify acquaintance with the game and setting. It turned out thanks to, oddly enough, the lack of choice. Launching the past number, the player had to choose a campaign from a pile of clans, then there was a choice of a large number of characters. Even a series of series is confused. And the beginner does not understand who they are and what their role they are. In general, a repetitive start. But the fifth samurai do not give a choice. At the start you have one campaign, one character, one weapon. New characters appear gradually, they introduce you to each, and what is important, frankly passing characters added to the box – no. Which of course, a big plus.

But about the characters, a little later. The first thing that catches the eye is the form of presentation of the plot, the concentration of attention on the story of a particular character. On the history of Nobunagi Oda. It was in this way that the story was told in the most successful iteration of the fourth part of Spirit of Sanada, and since the narrative in this spin-off-off was very well, it is not surprising that the license plate followed his example.

Plot

The game begins in 1546, when Nobunaga is about 12-13 years old. The fact that its appearance does not correspond to age until we pay attention, I will return to this later. But what we pay attention to is to change the image of Nobunaga regarding past parts. From a mysterious character, an unemotional and cynical, a guy appears in front of us who is carefree, cheerful, even shows empathy for others.

The plot covers 36 years of the life of the ode, shows us all the iconic events, all its main opponents. Moreover, now every battle has a background, and I’m not talking about a briefing at the beginning of the mission. I’m talking about the fact that the story is told in sufficient detail. Instead of eight tasks in the fourth part that told the story of the whole clan, in the five, in the history of Nobunagi we have as many as 34 missions.

But everyone who saw the announcement or promo videos will tell me that the plot is concentrated around two characters, and not one. And they will be partly right. The second actor around whom everything should spin – Mitsuhide Akechi. Moreover, the game shows us that for Mitsuhide a separate campaign. Which, however, works to open the image again Nobunagi.

In general, to dividing history into two campaigns – or as they call the “paths” – I have big claims. Because this division is not necessary and works more likely. First there is the story of the Oda, which tells more about global events. After every 2 chapters, the corresponding period of the Akechi campaign opens, which is not so much telling about him. Mitsuhide is the vassal of the Oda clan, so somewhere in a third of the battles they fight shoulder to shoulder and about half of the main missions are repeated.

And the game did not decide with the concept of repetition of missions at all. If the same battle is in both campaigns, then we may have the following: a repetition of a mission, but with a different set of characters, just a repetition of a mission, at all without changes except one dialogue and Kitszen, there are tasks telling about events before/after the events within a particular battle, and the mission in which the entry was simply changed. But for me the “best” option was the one that simply removes the mission, despite the participation of Mitsuhide in it. And since the options I have listed are quite different from each other, the lack of a single concept suggests that the developers were in a hurry.

But this does not mean that such missions should be ignored. If the path of the ode, these are for the most part about global events, then the path of Akechi is about the same events, but through the eyes of other characters.

In the game, 6 chapters in both campaigns. And the above repetitions are mainly found in 3 and 4 chapters. It would be very good to unite or process repeated missions, at least bring them to a single denominator. The rest of the chapters with the division of history into two parts cope quite well. More precisely, how. Passing the campaign for an ode, there are too many dark spots in history, events fly incredibly fast and it seems that the scriptwriters have done very poorly with their work. Then we are opened with the same time period, but for Akechi, which illuminates those dark spots, and adds events to the full picture of the world, but at the same time is overshadowed by the passage of the same as we have already seen.

According to my calculations, really unique missions in the Mitsuhide campaign, which were not present in the Nobunagi campaign – 12 out of 27. What, as for me – a little.

Finishing the block about the plot, it should be noted a couple of points. Each campaign has the main missions and additional. I recommend that additional missions proceed immediately when they are opened. As well as to the missions on the path of Mitsuhide. I repeat that his campaign only complements the main plot, and does not fully have its own. Therefore, in order not to get lost in the cycle of events, I recommend that you pass the plots in parallel, and not one after another.

Well, at the end, the chapter “Secret History” opens with a bonus – nine missions in which events went a different way than in real life. Such a pleasant fan service for those who have seriously survived the death of a character.

A little about historicality. In terms of "facts" and events, everything is very reliable. Battles, unions, betrayal, everything is like a textbook. But it is important to understand that the motivation of characters in life was very different. From the lips of the heroes we will hear the “ideal world”, “put an end to chaos”, “justice”, “truth” and so on. Although in real life everything was guided by more pragmatic goals.

By the way, what about localization? After all, for such an aspect as a plot, it is very important to understand what the characters say. And not only between missions, but also inside them. Since the game was published by Koeitecmo, of course, the Russian language is not supported. But this is not a problem. Briefing and dialog Katsets between the missions are expected while the player can read the text on the screen and without his command will not go further. In the missions themselves there is a special menu item that reflects only plot dialogs, therefore, if it does not manage to follow what is happening during the game, then opening this window every 3-5 minutes of questions about what is happening on the screen will not be.

But the developers carefully added the “repository” in which you can revise all the videos and katsets. It also contains musical topics listened during the game, biography and progression of characters, their costumes and tasks that we receive during the mission.

Characters

The restart of the series influenced not playersclubvipcasino only the approach to the plot, but also the characters. Of the 61 hero, accumulated in the history of the series, we have only 21 left. But do not panic here. Earlier, games talked about the period from about 1555 to 1615. The fifth begins a little earlier, in 1546 and ends in 1582. That is, it is concentrated in the early period of Sengoku, therefore it is not surprising that the characters whose main achievements were after the ode were not added to the game.

But at the same time, we have quite a few newcomers. As many as 16 new characters who were not previously playable in the series.

And the design of old characters has undergone quite strong changes. If in one parallels with the old character’s design can be traced, then some have changed beyond recognition.

Total, characters in the game as much as 37. And this is given that Roster was created here from scratch. But for the first time in the series, the main characters were divided, and additional. Additional heroes are those who did not find a place in the main campaign (with rare exceptions). And despite the presence of these heroes of unique design, gameplay opportunities are cut off.

I will dwell on this in more detail when I reach the combat system. In the meantime, about the main characters.

They appear in the campaign, they are portioned, almost everyone get acquainted with personally and you perceive the character primarily as a person, and not as a unique Muvset and weapons. But there is one point to which I have questions. Since the events covered by the game last 36 years, the characters “grow up” and get their adult appearance. But if you specify a little, then only two. These are central characters. Compare: in the image below Nobunaga 12, 39, and 41.

Of course, for Musou-game, age is convention. For example, Ieyasa Tokugawa appears in the game, when he historically was only 3 years old, but at the end of the game he was already under 40. And in all this time the character’s design does not change. I would have no questions if we had not been shown that the time of the characters could influence. Moreover, in the game there is even a hero who was originally shown to us as a baby, but in the end – matured to a playable character.

I perceive this as a shortage, especially since part of the characters dies during the campaign, and some appear only at the end, “grow old”, in addition to Nobunaga and Mitsuhide, were ten characters from the strength of the characters. That is, it should not have been a problem to create an additional 10 skins for Koei, especially, given how many costumes they sell only as DLC after their releases of their games.

The combat system

Well, the main gameplay aspect is a combat system. She underwent quite strong changes and at the same time makes both a step forward and back. I’ll start with a bad one. For the first time in the history of the series, characters ceased to be unique. That is, some heroes made each other clones. But to compensate for this, now the character can take any weapon available in the game, although it is preferable to use his native, of course.

Regardless of which weapon the character uses – native or not – he will have a standard set of techniques. Combinations of weak and strong blows, hyper attacks, a regime of rage and altimate-dump trucks are buffs and special techniques that can be used at any time of battle, but they will not be able to spam, since they have a kuldown (time to reboot). All buffs, jerk and one unique reception are available by default. Two more techniques will open as the scale of mastering the ownership of a certain specific type of weapon is filled, since each has their own skills. With Musou Ataka, everything is strange. There are three types of them – ordinary, dying and furious. The beginning of these attacks depends on the type of weapon in the hands of the hero, and the ending in any case will be with his native weapon. In addition, do not forget about attacks in the air, on horseback, the possibility of parrying and evasion.

Now we add the main characters and their native weapons to this formula of the combat system. In this case, the character has a number of new techniques that are quite strongly affecting the gameplay and unique only for him. Therefore, even characters with the same type of native weapons are sometimes perceived in different ways. It is also the main characters that have a unique MUSOU-Atak in rage mode and a unique altimium-dumpster. In both cases, as well as with the ending of the MUSOU attacks, the hero ignores what weapon he has in his hands, and automatically takes out his native.

But additional characters are deprived of all the delights of the battles. There is no unique altimium-dump truck, Musou-Atak in rage mode is deprived of a stylish picture at the end, and most importantly, there are no unique techniques for their native weapons. Anyway, the very status of the “native” weapons does not give advantages to them, the player just knows that he uses the character’s canonical weapons and everything.

Now a little about the number of clones to understand how sad everything is. But an important point, adult versions of Nobunaga and Mitsuhide are perceived as individual heroes, and not just skinchiks. Therefore, adult versions have their own weapons and their own MUSOU-Atak. It is only necessary to take into account that the progression of young and adult versions is one, like unique techniques for native weapons, so I cannot consider them completely “unique” heroes. Given this, we get 39 heroes.

And only fifteen (!) types of weapons. That is, if the game had not resorted to cloning, then we would only have 15 characters.

As we can see, the most of all got katana, two types of spears and naginate. Onions and gun are also on the verge, but they are not so critical. At the same time, five types of weapons are relatives only for a couple of characters and four belong only to one, that is, completely unique. The picture, of course, is depressing.

But to this spoon of a tar, I can roll out a barrel of honey. Almost every type of weapon has its own peculiarity. They never felt so differently. Suppose a spear is a weapon for horse fighting. Naginata, oddly enough, for air attacks, double swords, although they cause little damage, have a huge radius, which is why they work on the principle of scissors. The gun has three types of shells, whose honey you can switch straight during the Combo, and depending on the projectile, attacks really change. Onions, works like a sniper rifle at a distance, and as a shotgun near.

But for me, the most interesting weapons were the talisman, a drum and a ninja blade. The talisman makes a magician from the character, who uses telepathy for weapons control, and also calls for spirits in the form of an orpers as assistants as assistants. It’s not that the game supports the concept of magic or life after death, it is rather an attempt to explain the nature of interesting weapons, and more convention for which you should not pay attention to. The drum itself has a pleasant Muvset, but in the foundation of its attacks lies the creation of prosteks, if you hit them in the enemy defeat zone, he will receive a huge additional damage. Well, the ninja blade is just an imbalance imba, especially in the hands of his native owner, Handzo Hattori. Firstly, the ninja blade has a unique approach to hyper-atams. For all other weapons, a jerk occurs only on the first hyper-attack, the Ninja blade is constantly, which is why with proper pumping weapons on the map you can fly at an incredible speed. Moreover, Handzo can create two of its clones for a short period of time, but this is enough to smash any enemy into the dust. In general, the Musou-IGR combat system reaches a new level. The full -fledged slashers are still far away, of course, but already a lot of progress.

Each type of weapon, as before, has several levels. In this part, they limited themselves to three. For the convenience of explanation, I’ll take a katana as an example. She has the first level of weapons with which by default every character begins, with whom it is native. The version of the second -level weapon is exactly as much as the main characters use it. Since weapons of this particular level are canonical for the character and has its own skin. But such a privilege only among the main characters, a dozen additional dozens of second -level weapons do not have, and the first level weapons are canonical for them. How to understand the canonism of weapons? Well, there are two options: firstly, the character is depicted with him on the screen screen, and secondly, when using a MUSOU, it picks it up.

The most pleasant thing that was connected with the weapon is that the best version was always necessary to open in a special way. There is no exception, only if such a weapon was opened by performing really complex tasks inside the mission, now, we just need to go through two missions for specific characters for Rags S in all categories in high difficulties. And the most offensive – regardless of the number of characters using one type, first -level weapons and the third – according to one version.

But at least left a system of pumping weapons. True, it is available only for weapons of the first and second levels, such as the coolest does not pump, which, of course, is also a minus.

But improving weapons is a very important aspect. We can increase the strength and speed of the attack, the radius of the blow, add elementary damage in the form of fire, zipper, cold, stone or wind. Plus, since the types of weapons have their own characteristics, they must be developed taking into account this. A spear is ideal for an increase in horses, naginate an increase in damage in the air, onions – enhanced prudes and so on.

The progress of heroes is not replete with innovations. Killing enemies or passing the mission, the character receives experience, when a certain amount of which increases the level. The maximum level 50, but even when it is achieved, progress will not stop, the experience will still gain, increasing the characteristics of the hero. This is health, attack, defense, speed and skills of a rider. There is also a characteristic of the MUSOU attack, but it does not depend on the level of the hero. Each character also has skills that can be purchased for a specially designed currency for this. Basically, passive skills, reducing the resulting damage, increasing one or another characteristic and so on, but it is here that we can get additional MUSOU scales and an ultimatic skill, the latter is relevant only for the main characters.

And the last thing that can be attributed to the progression of the character is the skill of owning weapons. Only 7 levels, they are indicated by the letters from F up s (FedCbas). Each individual weapon has the same levels. And if the level of skill is equal or more, then the character can use a specific weapon, if less, then no. Each hero has a separate scale for all types of weapons (I remind you – there are 15 of them), and, it seems, “if there is a native weapon, why pump the skill of ownership of all others?". And the case is that each type of weapon corresponds to a certain characteristic that increases when skill reaches levels A and S. And what is important – I’m not saying that we need to bother and be sure to increase the skill of all types of weapons for all heroes in order to enjoy the game. Of course not. But for lovers to pump everything that is pumped, I will say – at the end of the story campaign, it will be possible to automate the process of pumping skill up to level S.

Game modes

Now about the game modes. First and most important, this is Musou Mode – that is, the regime of history. Passing the plot, divided into separate missions. And the game in this mode demonstrates briefings, katsen and gives the choice of plot oriented heroes depending on the task. In rare cases, only one character will be under our control, but much more often, two. That is, right during the game there will be an opportunity to switch between the selected heroes at any time.

Such a solution increases the dynamics of the game several times, because you can calmly give orders to the second character while he is under the control of the computer. Therefore, unnecessary running around from one end of the card to the other boils to zero. But this hits very much in feeling a binding to the hero. And the ratio of the time of the game with characters is usually 70 by 30. All the same, one will be the main one, and the other on the patch, clean the enemies in remote corners of the map. And another moment follows from this. The game takes into account what hero you play in history mode when meeting with NPC or unique characters during the mission. And this meeting is accompanied by a unique dialogue, which … practically nothing affects, only very little to disclose the relationship of the heroes. But for me, this was still the reason to re -harden the missions for all the heroes, without switching between the characters. That is, with ignoring the fact that the partner generally exists.

The mission itself is a limited territory, with garrisons, locks, various obstacles, height changes, and so on. And we move from the performance of one task to another. The plot tasks are opened simply during the mission, but to open all bonus and special tasks, you will have to really delve into what the characters say and act according to dialogs. In the end, you can see how many tasks were completed and their total number. It is clear that a person who wants to just run the plot will not bother with this, but this is additional activity for those who want to stay longer with the game. And I have not yet mentioned the tasks that are performed by a specific hero. When you have three or four heroes, this is not a problem at all, I ran a mission 2 times and completed everything, but when the heroes to choose from 12, the search for the necessary tasks, can take time. Therefore, I would recommend a mission for every hero available to the story. That is, for unique dialogs, the discovery of unique bonus tasks and … there is another very important reason that the game is not bothering to say. The fact is that some Katsets before and after the missions open depending on which characters were selected to pass the assignment. Not the main plot, of course, namely those who work to reveal heroes.

After completing the mission, we receive an assessment of four categories. Time, number of killed officers, the number of killed infantry and maximum combo. And depending on the average point, we get a general rating. And, interestingly, this assessment is not synchronized between passage on different difficulties. By the way, about them, in the game there are three levels of complexity by default, and the fourth opens after passing the plot. In proportion to the level of complexity, the frequency of attacks of enemies, their health and damage increases, in general, the standard increase in complexity in MUSOU-games, brains of enemies, it does not add. But peppercorns in gameplay – very. When your pumped character is taken out for several strokes, if you want/do not want, but you have to use all the features of the combat system.

But there is an innovation that will make it often resorted to altimate-dumplings and to Musou Ataks even at a slight level of complexity. These are specialized infantry detachments. These are shy -bearers, and spearmen, arrows and so on. When meeting with the hero, they either block his path, or, with a successful attack, put on the shoulder blades. That is, if you vacuum the map with hypertension, these opponents will slow you.

Free mode as a separate mode in this game is absent. But nevertheless, when you turn on the already passed mission, it is possible to choose it. It differs from the plot regime by the absence of briefings and kitszen and the ability to choose any character, except for those who die/are captured on our side or with which some other activity happens according to the plot.

With a thin thread, as they pass, another mechanics will take place – the construction of the castle. Visually, it will not be decorated at all, except for points in the menu. The castle consists of four buildings, each of which is pumped to the fifth level. Let’s go in order. Dujo is a place where you can equip the heroes, increase the level, buy skills and increase the skill of weapons owners. The forge allows you to improve the weapon found, sell it or melt in another type while preserving the characteristics. In the store we buy and sell various things, and for purchase accessories are available to us, which we can take by any hero for a mission. These are first -aid kits, and buffs of damage, protection, speed, even temporary immortality is.

And the last building is the stables. All manipulations with riding animals are held here. They can be bought, sold, combined to gain experience or skills. But the main problem of stables is that they are not particularly needed. Since the two coolest cones open after the completion of the plot regime (including secret stories) and the completion of the citadel regime.

And by the way, yes. Citadel mode. The additional activity that we are given to increase the duration of our stay in the game. In fact, this is a set of arenas in which we protect our base from the arriving waves of opponents. Initially, it may seem that the number of enemies is endless, but if you deal with them quickly enough, it will become clear that there is no. The passage of the rent is limited in time, initially 5 minutes, but during the battle we will have tasks, after the successful completion of which the remaining time will be increased. Our goal in each arena will be a set of a certain number of points, they are obtained for killing opponents – both ordinary soldiers and officers. The arena will be completed if our base is standing until the very end of the temporary limit, or if the enemy general is defeated. The remaining health of the base and the remaining time will be redrawn into additional glasses, after which we will put up a rating. The rating system is the same as that of the skill of owning weapons, it is indicated by the letters from F up s. For each letter of the rating, even the worst we will receive awards. But successful passage is considered from the rating B and above, it is such a rating that will open the following arenas. But even if you gain only SC grades, it will not work to open all arenas immediately, since they also have a reference to plot progress.

In this mode there is one gameplay feature – standard accessories that the character can use in trash and free modes – are absent. But instead, we are given the opportunity to take up to three units of soldiers under management. It can be like ordinary swordsmen, archers, spearmen, or arrows, cavalry, magicians, ninja and so on. Total 16 detachments. Moreover, each of them is pumped to the fifth level, each time getting improvements. These units can be used both to help in battle and leave them to protect the base.

And despite the fact that the regime is additional, it also has the impact on the main game. Since it is here that we should receive the resources that are required for the construction of the castle, I mean raising the level of buildings. The construction mechanics are also plotly limited, so building buildings will be fully obtained only closer to the end of the plot. But this is not all, a pleasant bonus is the opportunity to open dialogs between the characters that have a connection with each other. With each battle to the shoulder, their connection increases until the Katszen opens. If this can be called katsen, as this is a static dialogue without any action. It is important to explain that in this mode we always use two characters, so we just look whose connection is not developed to the maximum, we pass the arenas for those.

Now about the schedule. She is very pleasant. Not to say that the difference with the last part is huge from the technical side, but the visual style has changed a lot. The fifth of it became even brighter, gained thick contours that leave a train, as if drawn with a brush. For some reason, many say that the game took anime stylistic for the visual, but as for me, more like medieval Japanese painting. The models themselves, of course, are beautiful and well worked out. But some textures are too low quality, but to be honest, you will not immediately notice it, especially in the heat of battle. And besides the textures, there are no problems with a visual, it can even pleasantly surprise.

As for the voice acting. There is no English version, there is only Japanese – and it is gorgeous. In Musou-games, this is a very important aspect. When the character appears in the series, the actor is assigned to him, who will voice him throughout the subsequent games of the genre, including crossovers. And the change of voice actor never happens for no reason, there is always something behind it. One of the main reasons is a change in the nature and appearance of the game character. And the fifth samurai is a restart of the series in which the redesign, and as a result of the change of voice acting actor, many heroes were subjected to. Be it Nobunaga, his wife but, Hideyoshi, Ieasas and so on. At the same time, those whom the changes did not affect much, retained their voices – for example Mitsuhide, Nagamas, Hisakhid. And we can say, “absolutely no matter who voices the hero this time, if he does it well.". And I agree, I would not be indignant if they had replaced all. But how pleased I was pleased to hear the familiar voice that the hero says from the very first part.

Well, the music, in general, does not fall into the dirt face. It consists of both the remixes of the compositions of past games of the series, and completely new. They are a mixture of electronic music and Japanese folk instruments. It sounds very cool. Sometimes, because of music, I left the game on the background, instead of turning off the console.

But what I did not expect to see at all was repeated cards. And I’m not about the missions that are on the way of Nobunagi and Mitsuhide, which occur in the same places. No, I’m talking about repeating cards where this should not have been. Of course, the developers tried to carefully disguise this, changed the time of the day, deployed the battlefield, set accents differently, but this does not cancel the exactly the same landscape. There are two options like this. "Very terrible" and "terrible, but tolerant". In the first case, we get just copying the card, despite the fact that neither the battlefield nor the time is repeated. For example, I was horrified that such a situation occurred with a rather important battle of Kanegasaki, which turned out to be an exact copy of the territory of Mikava. Mikatagahara A copy of the territory of Akechi Castle, Garrison Muraki and Northern Omi – one location and I can continue for a very long time. This is just incredible hack. “Terrible, but tolerant” differs only in that repetition of the card is justified by the association with specific characters. For example, that the protection of Ethizen, that the battle with Tonesak is associated with the character of Yoshikage Asakura;The same map suggests that the place of battle is the same as in life was not so far from the truth. Therefore, in such cases, card repetitions do not look like a great tragedy. But still, even so it hits the variety of games.

And finally, the question that torments me very much. Most likely, a fifth part is not a spin-off of the series, but the foundation that will further develop. And if now we have been shown in sufficient detail by all the main events of Japan of the Sengoku period in 1582, which will happen to the characters that are absent in the fifth part, but their most significant actions made in the same time period. Suppose Ujiyasa Khojo, the head of the clan and an important figure of that period, died 10 years before Nobunaga, or a notor of AI, who is more than a fan -service character, but the real story of which ended in 1582. Okay, these and similar characters, although they are absent in the game, were not directly connected with the ADA or AkeCHI, unlike Mori Ranmar, one of the main servants of Nobunaga or Grace, which is no less – the daughter of Mitsuhide. Still, I hope that when adding the next characters, they will not forget about children from the old Roster forever.

Okay, I think it’s time to take stock. Samurai Warriors 5 is the best point of entering the Musou games at the moment. She talks about the beginning of the era of the warring provinces, concentrates on a small number of characters, but most importantly – gradually introduces everyone. It can be seen that the authors were in a hurry, because the number of clones and repeating cards is very hit by reigree. But despite a small number of types of weapons, they are worked out very deeply. Yes, and if you return to the theme of clones, then unique techniques dilute the gameplay quite strongly, because of which at first I did not immediately understand that I had already played for heroes with such weapons. But this does not mean that the fifth is suitable only for beginners, and the series lovers will disappoint. Not at all. New characters add the depths of a familiar story, the redesign of old heroes is also to the place. And a new approach to the plot is a sip of fresh air, especially if you missed Spirit of Sanada. I really hope that the characters will declare, at least partially – I mean that they will reduce the number of clones by adding new weapons.

As a single product, quite damp. A year more for refinement. Little content, a lot of repetitions, the absence of a single concept in some mechanics. But, subject to the tolerance of the genre, the hackshots of the listed aspects of the game will definitely not hurt to have fun.

In general, the vector is set very good, and precisely from the point of view of the future development of the series, the fifth part is a great game.

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