The ninth installment of the Dynasty Warriors series is getting a gameplay overhaul.
With Dynasty Warriors 9, Omega Force and Koei (Koei Tecmo since 2014)—the franchise’s developer and publisher, respectively—will be revamping the series, taking it from a level-based endeavor to an open-world one. Whether or not this will be a positive change for the cult classic hack-and-slash series is unknown, but it is an exciting and interesting change nonetheless, especially since the Dynasty Warriors series has told the same stories repeatedly from title-to-title. No official release date for Dynasty Warriors 9 has been announced.
The Dynasty Warriors franchise, a hack-and-slash series set in China during the rule of the Three Kingdoms (Shu, Wei, and Wu), is comprised of eight main titles with a few spin-offs (Warriors Orochi, Hyrule Warriors, etc.) and expansions (Xtreme Legends and Empires). The games (excluding the first one in the series) are level-based, pitting players and their armies against hordes of enemies in a conflict between the Three Kingdoms.
Since its debut in 1997, Dynasty Warriors has been the most popular and most successful series developed by Omega Force and published by Koei Tecmo. The first game in the series, the titular Dynasty Warriors, is a traditional one-on-one fighting game similar to Soul Blade. With the release of Dynasty Warriors 2 (titled Shin Sangokumusou in Japan), the series was transformed into a hack-and-slash with minor elements of strategy. Since its inception, the franchise has sold more than 18 million copies (including its spin-offs).
Before its present form, Koei and Tecmo, two Japanese game developers/publishers, were founded in 1978 and 1967, respectively. A merger of the two companies occurred in 2009, but as of April 1, 2010, Tecmo was considered disbanded while Koei survived and was renamed Tecmo Koei Games. The company officially became Koei Tecmo on July 1, 2014.
Supergiant Creative Director on Hades: “We’re Treating Early Access Almost Like a Serial TV Series”
Hades was Supergiant Games‘ first experience with Early Access, which has been a massive success and has helped shape the game for nearly a year.
In an interview with OnlySP, Greg Kasavin, creative director at Supergiant, stated that Hades was designed around the entire concept of an Early Access release so that “it could be modular—starting small, and getting bigger over time.”
Not only is Hades the first game in Supergiant’s collection that has gone through an Early Access phase, but, according to Kasavin, it is potentially the only one that could have benefited from it.
“I don’t think Early Access would have worked at all for our previous games. Take Transistor, for example. It’s a game most players finish in less than eight hours. It took us three years, getting the design and narrative and look to be just right. The game was not worth playing before it was done. If everyone basically knew what happened in the story all throughout development, and had experienced low-quality versions of key story moments dozens of times, its launch would have fallen completely flat,” Kasavin said.
When asked why anyone should consider purchasing Hades before its official release, Kasavin compared Hades to a TV series. “You can wait until it’s complete, see what critics and everyone are saying, and then binge on the whole thing if you hear good things. But, there’s a real pleasure in experiencing it as it unfolds.”
“Since we’re weaving narrative through the entire experience, we’re treating Early Access almost like a serial TV series.”
Hades‘ ‘Big Bad Update’ shipped on August 6, adding the Temple of Styx, the game’s fourth major biome, as well as its final battle. Hades is not done, though, as Kasavin suggests Supergiant is “now in a really good position to look at the game more holistically and continue making big improvements across the board.”
OnlySP’s full interview discussing Hades with Greg Kasavin will be published in the coming days, so keep an eye out!
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