Honestly, it all adds to the camp feeling of Warriors that Omega Force has leaned into over the years. A hack and slash is inherently less meticulous than an RPG, so the approach works better here. Crafting exists but it’s easy to operate and filled with tons of positive reinforcement. You can magically summon your horse anywhere to make traveling quicker, and the concept of hunting or gathering is as simple as finding something in the overworld and walking over to it or killing typically unresponsive animals. Dynasty Warriors 9 handles all of this with more grace than other games, or in a way that’s perfectly suited to a Warriors joint - a little more arcadey jank. They’ve just come to sort of typify the rote open world busywork of the current era. I’ve loved plenty of games with towers in them just fine. Now I’m not pedantically dogging the idea of adding in this mechanic. There’s no radios per se in 200 AD, but you better believe there’s towers. You know, the setup that Ubisoft propagated where you slowly accrue more pieces and icons on the map by visiting towers over and over (most notably in Assassin’s Creed and Far Cry games). I’ll start with the most contentious part of that open world shift - there’s radio towers now. It delivers on that promise for the most part, but a lot of the aforementioned trimmings can feel like fluff. Dynasty Warriors 9 bills itself as a full-on open world RPG with exploration, crafting, stat-tweaking, and more voice acting.
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