The other main mode is Survival which replaces Conquest mode as the thing to do once you’re through with Story Mode. Naomasa’s campaign is indeed disappointment. Thankfully, he’s really good fun to play in combat. It’s the weakest story entry in the title, and frankly a poor way to start the game and Naomasa’s introduction to the series. Naomasa’s narrative is as simple as ‘warrior joins fight and doesn’t get killed, despite being young’. None of the comedic disappointment as Hisahide repeatedly fails to assassinate Nobunaga Oda, only to be forgiven immediately for his actions.
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There’s none of the emotional struggle of brother fighting brother from the Sanada chapter. Strangely, I found his Story Mode chapter to be the least interesting. New character Naomasa Ii (box art dude), who previously was just a cookie-cutter officer unit, makes his playable debut. Disappointingly, custom characters cannot be used. On the first run through, players are restricted to using the story character but after completing the campaign can play as any of the character’s allies during that battle. These are all comprised of five battles and are broken up by a brief overview of the conflict in Japan, and a short conversation between the protagonist of the chapter and the other combatants in the camp, pre-battle. New to SW4II are 13 Story Mode scenarios that focus on individual characters instead of regions in Japan, as was the case with SW4. Please KT! There’s no need for all this duplicate info in couch coop! I would like to reinstate my plea to further optimise couch – why are there still identical maps on each players portion of the screen?! The familiar limitation of the number of troops on screen is still prevalent, though not nearly as much as in Dynasty Warriors 8 Empires. During a whole campaign played coop I didn’t experience any frame rate drops, even on super-powered attacks. Couch coop in particular is much improved over SW4 and Dynasty Warriors 8 Empires in terms of stability.
#Does samurai warriors 4 ii characters free#
Unfortunately, in coop mode Player 2 takes the role of the other character, so there’s no switching involved.Ĭouch and online coop is only available during Story Mode and Free Mode. This feature is particularly interesting when the officers are on opposite sides of the map, working towards different objectives, as switching to the character facing off against enemy officers while the other character runs to the next tough enemy keeps the momentum going.
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Simple commands like defend/attack/wait can be issued to the support character but generally the flow of battle dictates that they’ll move to the next objective. Press the switch button however, and you’re now in their shoes, literally, and your previous character becomes the NPC. Unlike Warriors Orochi 3, where the three units you control disappear Pokémon-style when you’re not using them, the character you aren’t controlling in SW4II acts independently, just like another officer. On top of this is the ability to control two characters during a battle. Press circle and your officer dances around the enemy, slashing away at their health bar.Ĭut Scenes look better than ever but still have an empty feel to them. Press triangle at the right time and you’ll break their guard. SW4II added simple QTEs that occur when fighting other officer units. With hyper attacks, your officer can literally swim through the fodder units dealing damage without breaking a stride.
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The addition of hyper attacks in SW4 means that the game play is no longer plodding to the biggest group of enemies, swinging your 6ft sword to mow them all down, and then plodding on to the next group. First off, SW4II is easily the sleekest of any Warriors title.