Really, this cherished childhood iteration was what pulled many players in. The fighting was smooth, the hits felt like they hurt, the enemies were a challenge, and we were given objectives to complete across the map to claim victory - or face a loss. Koei's first mainline hack-and-slash, and it delivered. im playing Warrior Orochi 2 with settings : Code: Allow 8-bit textures 2x native skipdraw 2 EE Cyclerate : -1 Enable INTC Spin Detection Enable Wait loop Detection VU Cyclerate : 1 enable mVUflag hack enable MTVU game was smooth at 60 fps but the cutscene soo laggy and glitch EE 45-57, GS never up to 10 just arround 1-5, VU 0. There's actually little to find fault with. They gave us a horse, weapon, a Musou Attack, bumping music heavy with trance elements, percussion, and electric guitars, and put us on a map filled with red to demolish. Koei made the choice to have us stop fighting one another and fight as retainers and warriors under the Wei, Wu, and Shu Clans for unification and rule instead. Gone was the player versus player gameplay, replaced by open maps, crowds of enemies surrounding you, and you thusly beating them into the dirt with your selected character of choice. This was the start of what would go on to make Dynasty Warriors one of the most iconic, distinctive franchises ever with endless spinoffs, crossovers, and DLCs. Warriors Orochi 2 is the 876123458764th installment in the KOEI franchise of Warriors games (I had to).
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