Dynasty Warriors: Strikeforce

Our Personal Review of this game , score 8/10:

The real change comes in the mission structure, hub world, and multiple AI units you can take control of (if you’re opting to not play online). Unlike other DW games that put you in a battlefield with changing conditions, multiple enemy and friendly Officer units acting independently of your actions, and basic friendly units fighting against the no-name enemy units, in Strikeforce you more or less play by yourself. When you begin the game and you’ve selected your character from a faction, the first few missions you play will be devoid of any friendly faces. Typically there’s a goal to defeat an opposing Officer unit, locate a hidden item, or some other simple task, with about 2 to 8 different areas to explore on a given map. There are no friendly units, no gates that need to be closed off to keep enemy soldiers from respawning, no need to go back and forth from location to location in order to keep your side from being overpowered. You simply head towards your goal, take it out, and finish the mission. Even experience is handled differently, instead of earning it as you defeat enemies, it’s awarded at the end of the mission, based on feats (kills) you’ve performed in battle. The missions are still timed like in other DW games, but you never really feel pressed for time either. The addition of online is pretty cool to have, and something I’d love to see pop up in other DW games in the future. For this, you can change between an online and offline mode from your hub city, either creating your own room for others to join, using Quick Match, or a Custom Match. You can set parameters like levels to filter your match-ups, and while there weren’t many people playing online within my review window, I did have a couple of cool encounters with a few other people. If you’re not big on relying on others, you can also opt to take partners on via the AI, by simply visiting the shrine location in your hub city and picking from your available roster, more of which will unlock as you play. Using the AI controlled characters, you can issue some limited commands, like telling them to attack Officers, regular units, or mechanical enemies like Ballistas.

You can issue these commands using the L2 button without needing to pause the game, and can choose to group all your Officers together, or issue the commands individually. The AI tends to stick to your commands too, and if they manage to clear out an Officer or whatever, they’ll just automatically switch over to the next enemy type unless you change their command again. Crafting also plays an important part in Strikeforce, with everything from your weapons, to Fury and Musou upgrades requiring certain components to create. These items are generally left behind by enemies on the field, found in crates, or given as rewards for finishing your primary and bonus objectives in missions. Along with that, vendors in your city hub are upgradeable over time, and they gain their own experience after every mission you finish, which can also be enhanced by Officer cards.

You’ll actually spend a lot of time trying to gather materials, they don’t drop too frequently, and if you play on a lower difficulty they’ll actually be harder to come by. It’s a good incentive for sticking to Normal or even Hard, and if you don’t like the idea of farming for materials, then you might not care for this particular side of Strikeforce. I’ll even admit that it can get a little frustrating to hope for a particular item drop and not see it after multiple runs, but it was rare that I felt like I had to grind to advance the game. It’s going to be more of a challenge for players that are looking to max out weapons or go for a 100 percent completion rate than it will be for a more casual player. Regardless, I like this system far more than just getting endless weapon drops that are equally useless, and I’d like to see this adopted for other DW games in the future.

I really recommend this game and give it a top notch score.