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#they just play the pirate game constantly and not even do major piracy
cheddertm · 1 month
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honestly, a haikyuu pirate au would be fun but like instead of exploring n shit, they all just play Davy Back Fight constantly and try to one-up each other being the champion of it, and that's it that's the entire au
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captainkurosolaire · 3 years
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~ Mass Update ~
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Mainly going into future plans and intents alongside ideas below cut.
Ton's of things I've in store this will prove difficult to vent it all out. But here we go... First off rehashing and appropriately learning to tag and organize things better on my blog. Each category will have their own corresponding content, I seek to bring or share. [Tales of Goldbrand] -- I intend this to carry a Compendium of all my writes soon that'll have everything neatly in-order including a glossary, so it'll have highlights of stories that even matter or the best stuff. I've written here for a very, long time, there's been many shifts. I want to make it more accessible. While coloring what matters for people who want to learn Captain or his Crew with less chapters. While also giving choice to find it all easily. This is essentially a step-above master-lists. I'll be doing that after the Saga I have going on, right now is done. [Captain] -- Will provide you strictly with Captain screenshots, gifs, photo-sets. This is still his blog despite the Crew thing's will sort of make this a scuffed Multi-Muse blog. I've few more things to edit and tag fix to get all his stuff though. [The Wild Crew] -- Afterwards this story is done Immortal Age Saga, It's something that I mainly wrote as a passion project within three days to get my warm-up process fixed. It's to allow me to get a feel for all his Crewmates and casts, in combat, in-general, to feel their presences. While also giving a bit of their backstories. At any point, I can go back and polish or tweak things in. They're NPC's but... not entirely. All will have their own 'Dreams' and their own 'Disapproval's' they have their own missions even. These things will factor eventually, they might set seeds, to betray or disagree with something, but that's all angst and more stories to be created, but overall, they'll probably always be Crew, eventually. -- I plan on making character-profile sheets of them and putting them in this Tab, it'll have their screenshots, their likes/dislikes. Some RP partners or people can also be shipped with them, but they'll all be monogamous and originally start off probably Pan. This allows them to figure out what they like on their own stories. I've always been someone who likes organic-flow. Although this one story contain all 16 characters or more, the rest will probably be shortened to a Squad of 4 and dispersed when on adventuring missions. Until I do a War Arc, that's my main goal to build too. [Roster] -- Will contain this Crew in just screen-sets dedicated to them, I'll probably randomly produce those. I've PC players among this Crew too. I may not be done either adding more, but this Crew is mainly built around Quality. Most pirate crew's mainly, have hundreds, thousands. Even Fleets. This Crew has personalities, monsters, people who are living life's that exist with piracy. He's an particular leader that had PC players the same way, he's had split-personality serial killers aboard, tribal chieftains, succubus, all sorts of various people once on a Crew. It's often an outcast style, pirates default are chaotic in nature, so this really isn't any different, it's a Fantasy version of it. There's humanization characters aboard too though, so this cast is really decked, everything and person is vital, they matter because they remind or covet something that others can draw upon. If ever played (Three Houses or Mass Effect / Dragon Age Origins) A lot of things like that are relatable too this structure and format. Which, Is something I want to be able to give when RPing. I want a genuine feel of this new world someone else's muse will be the main-character too. Depending on what's interacting everything they'll be scale appropriately to follow the genre they're in and environment even. [Aesthetics] -- Already explainable what you'll find here. [Asks] -- Same thing. [Prompts] -- Trivial things I was tagged too, I plan on compiling later. [Writing] -- Another alternatively to randomly go-down and it works right now. [Logs] -- Will have more individualistic master-lists and posts there, my poems from Sheik Sphere the Bard, etc.
Things of that nature, I'll probably add still. It's where a lot of my creative writing is summed. [Gems of Hydaelyn] -- My main #tag for other characters and artists, creationist. Lot of amazing people easily to find their zones or follow them optionally if you like. Ton's I intend to support and bolster, be a lot less unspoken. I'm never the type who's been strictly inclusive. But I'll do that when I've time to even explore the dash, I'm always still planning ahead with things and projects. [CKS] My original character-sheet it's outdated on something's but not too terrible. I'll give him polishing someday, I swear? [21+F-List] -- Just purely degenerate stuff of Captain. I'm a pirate blog. I will represent that with openness and furthermore. I'm never projecting you some false-image. I started off a smut-writer by stripping that, I no-longer represent the same aura and identity. But those are strictly his stuff and kinks, I'm effective in executing them but they're not all relatable to me OOC. This blog will always be 18+ containing crude or dark material sometimes, romantic things, this Captain is blunt, will literally put his cock on the table in conversations. Swearing and being censored would be too uncommon and displace most of him, but there's more about him then all this. [Other] -- I pay homage to a lot of characters, I originally am a Concept Designer. Which mean's I make characters and ideas like my addiction. Bad characters / villains or other little things I like to share in designs, I'll put there. Some villains might get little photo-sets, even if they died. Just cause I like their design, or maybe I'll give them an AU, where they won. When I've wrapped up things. [Collabs + Ships] -- Is a new project idea. This isn't going to be something limited too romantic only ships. It'll contain, platonic, romantic, friendships, rivals, frenemies, family, PC Crew, all ships. I am desperately working on improving my gif, screenshot, posing game so I can supply 'Screen Stories' this is not only a way to RP that's accessible with even people who are upon time-crunches from work, It gives visual-representation. To impactful stories shared with others and establish bonds. That are all-valid and impactful matter. Lot of people take a lot of their characters attributes into them and are them dialed up, I work with that and bit more, differently. I'm disconnected from my characters and they'll get hurt and injured and killed by me, that's my duty as their Author to give them conflicts and struggles. I'm their major antagonist, but that doesn't mean at-all, it's always SET that way. The characters I like to make have their own life, they live in this setting and are abide by it, they're often nothing, nobodies, and by the interacting with others, they slowly gradually building, more... Through emotional impacts, they alter, these are REAL people by all their beliefs. Each person they come in-contact with are legitimate and treated like that too. They've always impacted or given them insights to grow, or represent more. Otherwise it'd be criminally disrespectful if I allowed any emotional I felt OOC be the grudge to something IC. Captain in-particular is set on defying me. I cannot have that. ...But I can't stop him. He's met and encountered so many people and lived so many scenarios based on the actions of others, he's giving a chance right now to actually do things a lot further than impossible. The more people he meets and encounters, experiences, the more I lose. These stories are emotionally interactive where everything is a factor and adds to the dice, where the other people are the one who get to roll the dice for him, not me. That's something I want to color in. People range in emotions, they have their down's, ups, their own wholesome-grounding people, spending time with your favorite people, there's nothing more cherishing than that, being in your own comfort-zone or 'safe-space' these are all treasures that we live under, today. Contrary if what people assume of me, I'm not another 'blogger' that's came
before, who's wanting to force a harem, then constantly is bewildered when that falls to pieces cause of selfishness or a lack of communication, or the skeletons they have in their closets and beliefs they hid behind and swindled fooled everyone. I'm not looking to be popular or anything really, I just create stories and want to share in those, and I want to also boost others included, upward with me, especially those who make me. There's no ego in anything I do, this is purely love. I've never cared about being replicated or duplicated, I've had stalkers, I've gone through more then anyone would imagine, I've been used OOC and abused, just for my writing and cold-harshly told, i'd never amount to anything other then that or vice-versa. --------------------------------------------------------------------- Passion. That's all I got and am anymore. --------------------------------------------------------------------- Passion is the hardest thing to keep. It's something that can be stolen, quite effortlessly. Few words of discouragement, a bad negative representation, a lack of confidence, or small amount of time, there's many thing's that can put that flame out. Once you lose it. The difficulty to reattain is hundred-times harder than climbing any mountain for real. I've watched the greatest creators crumble from under the pressure, from beaten down by others. I watched many of them do it to themselves because they put a grand vision of needing validation of another and once lost, felt uncompelling to press onward. But passion also can be given BACK and drawn. It can be shown and encourage others, with a soft-triggering, that pushes them. That motivates, that constantly sticks to it. There are many that fuel me. If I ever quit, I let them down, I spit in the faces of people who're better than me in every-way. Or people who've came and given me their precious Time. That have given their character's or dedication to the abundant stories and community-driven things I've done. There's ONLY things you can do, create, give and provide. It cannot ever come to life without YOU. This is a fact. ...I swear, If you let your creativity soar, you'll be amazed by the heights you get. Constantly polish and learn and hone the best you, challenge yourself day after painstaking day, to draw better improvement on something, no matter how trivial or unfamiliar you are. You'll find a confidence only you can give yourself. ---------------------------------------------------------------------- Future Plans --------------------------------------------------------------------- For me, I've got so much more stories to give and also explore, I might be taking up soon some other artists and more skilled people from community and hire them for some of my future writes, to up my game or cause something thing's can't be done in-game cause no background carries it. I also got a lot of-set up things and more angst stuff I want to practice, plus I'm adamantly on that grind to produce screen-sets with the intent's to some sort of improving daily. Additionally more people I'll be reaching out too soon for these collab's ideas and things. I look forward to shaking your hands, giving some hugs, show you my respect and admiration, then creating some enchanting stories and giving plots light. Feel free to reach out to me, I get scattered-brain but I'm working on getting better about it. Eventually will get to you though, my goals, if uninterested just say so when I poke, no bites, unless you kinky. Anyways, cheers hearties.
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blazehedgehog · 4 years
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Thoughts on Nintendo making the Super Mario 35 game and 3D All Stars limited physically and even digitally?
It’s legitimately surprising how blind Nintendo is certain things. And even if they aren’t blind, they’re... ignorant, in a sense? Frugal to a fault? They’re dumb. Amazingly dumb. Let’s go with that. That's a nice way to put it.
I tweeted that I’d recently finished replaying Super Mario Sunshine a year or two ago (it took me roughly four years!) and that I’d burned through the PC port of Super Mario 64 not that long ago over the course of a single weekend. And that, because of this, I found it hard to justify paying $60 for the Super Mario 3D All-Stars collection.
I don’t want this to sound like “because I played them for free, I don’t want to buy them.” I already bought and paid for Super Mario Sunshine on the Gamecube, and I own at least two, maybe even three copies of Super Mario 64 (original cart, Wii VC, Wii U VC). That's because Super Mario 64 is also one of the most influential games of all time. I know I say that a lot, but I'll repeat it as many times as I need to. Any third person action game made in the last 25 years owes something to what Super Mario 64 figured out -- analog character movement, how to set up the camera, all of it. Even if Super Mario 64 didn’t invent everything about 3D character movement, it probably still figured out a better way to do it. All modern game design roads lead back to that game. I will absolutely buy another copy of Super Mario 64.
But you have to do it right.
If you aren’t matching or or exceeding the work that fans are doing for free, then you are asking me to pay money for a worse quality product.
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I can play Super Mario 64 at wide screen, in 4K, at 60fps, with modern camera controls, thanks to the PC port. It sounds cleaner, and it looks better than the N64 game did. Even if you subtract the recreated textures and the high-def models and just play the game with the original assets, it’s still running smoother and plays tighter, but still feels like Super Mario 64.
A case could be made that these enhancements to Super Mario 64 are pretty big and would require lots of new work and testing (as if Nintendo couldn’t just account for that). But, then, what about Super Mario Sunshine? Now, the All-Stars version has been updated to run in widescreen, sure, but even more could be done without messing anything up.
Super Mario Sunshine as it shipped on the Gamecube ran at 30fps, but that’s not always how the game was shown. For a large portion of its development, Super Mario Sunshine actually ran at 60fps. At some point, Nintendo decided to cap it at 30fps, likely because it couldn't maintain a stable 60. Using the emulator Dolphin, and the right Gameshark/Gecko code modifier, it’s possible to restore Sunshine’s original 60fps framerate.
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All the game logic under the hood was probably always running at 60fps, it’s just they capped the rendering at 30 for the final game. And yet, the All-Stars version seemingly retains the 30fps cap, even though the Switch could probably do 60fps in this game with both joycons tied behind its back.
For a company that constantly oversteps their boundaries when it comes to fighting the threat of piracy, they sure seem to be making an excellent case for why people should pirate their games, because they’re lowballing things like this and expecting consumers to gobble it up. Thank you Mister Nintendo, sir, for this generous offering of reheated table scraps.
No other extras, no other bonuses. You get these three games and a soundtrack player. Development history? Alternate versions, like Super Mario 64 DS? What about archival material? Concept art, or anything like that? A lot of people are over the moon about Nintendo history right now thanks to the Gigaleak. No? You’re not going to provide anything interesting or cool? Just a bare bones collection of three games presented basically as-is? Not even Super Mario Galaxy 2? Can't be too generous, after all. It's only been 35 years, and Mario's just one of the biggest, most important franchises in all of gaming. Gotta save Galaxy 2 for the, uh... next 3D Mario collection...?
The whole release date thing is just the final slap in the face. It’s Nintendo creating their own artificial scarcity. This is something I’ve picked up on regarding t-shirts -- I run a Redbubble store with shirts I’ve done, and the sales have never been stellar. In four or five years, I’ve made something like $18. Total.
Why? Because they’re always available. The few times I’ve actually encouraged sales a little bit is when I suggested some shirts might be getting retired, eventually. And when you think about it, that’s the entire crux of something like The Yetee. Either you buy this shirt right now, right here, today, or it goes away and may never come back. Limited edition stuff boosts sales because it forces people to make a decision.
It also boosts a festering aftermarket, where, because people know this is a limited edition thing, they can effectively “buy stock” that will effectively collect interest over time. Buy them at $60 now, mark them up for $80, or $90, or $120+ in a year or three. But then all that does is create a scenario where legitimate customers aren’t going to be able to buy the product, because the people who flip these in the aftermarket will have spent $1500 hoping to make a return of $2500-$3000.
You saw this with Amiibo. You saw it with the NES Classic and SNES Classic. It is TWO THOUSAND AND TWENTY and every store front worth a penny allows “third party sellers.” Everything is Ebay now. Wal-mart, Newegg, Best Buy, Amazon, Target, whatever. You name a major retail brand, and they probably let some random goober scalp aftermarket products out of their garage. In many states, scalping tickets is banned, but online this is just “business.” I’m sure Jeff Bezos is elated you spent $230 on a Squid Sisters Amiibo double pack (original MSRP: $30). You don’t get to be the richest man in the world by forcing your best moneymakers to play fair.
Nintendo has taken many notes. The bare minimum of effort, for full price, and “oh, gosh, you better buy it now! It might not ever come back! The faster you give us your money, the better!”
Go jump in a lake. I get better and more features in an emulator and I can play these games right now, today, if I really wanted to. If you aren’t going to offer competitive features and business, then our conversation is over.
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terryblount · 4 years
Text
One Piece Pirate Warriors 4 PC Review
It’s that time again folks! Put on your straw hats, check your log pose and join anime’s most endearing gang of pirates as they beat up more marines than you can physically count. After five years, Omega Force and Koei Tecmo have finally shifted the focus of the Warriors/musou series back to the One Piece anime, and the potency of this crossover is as clear as it has ever been.
Truth be told, One Piece Pirate Warriors 4 hardly strays from the classic musou design that the developers used in their recent titles, but it is clear Omega Force and Koei Tecmo have become really good at making these games. Even if the fourth incarnation of this Warriors sub-series doesn’t reinvent the wheel, the polished gameplay and obvious passion for the anime adds up to a very appealing new entry.
Gold D. Roger, the pirate who hid the One Piece. This review features screen shots only from the first part of the game to avoid spoilers.
Return to the Grand Line
As with previous Pirate Warrior games, Omega Force and Koei Tecmo have used the chronological events of the One Piece anime to guide the progression of their fourth game. The major fights within the single player campaign, named ‘Dramatic Log’, features six different story arcs (basically chapters) to play through beginning with the Alabasta Arc, and ending with the most recent Wano Country Arc.
This adds up to A LOT of One Piece episodes, but the devs used a strategic mix of nicely recreated cut scenes and story exposition to provide a crash course on the anime’s narrative, and it accompanies the gameplay nicely. Whether playing through the enormous siege on Alubarna, or the massive battle at Marine Fort, the game’s storytelling is effective in making the player feel immersed in these classic moments.
One of the first story arcs to play through. Each arc features around six missions.
There is just one unfortunate problem with the gameplay being driven so heavily by the anime’s narrative: Pirate Warriors 4 creates a minefield of spoilers. I can speak from experience here because I am just about reaching the middle of the Whole Cake Island Arc in the anime, only to feel my jaw drop at what I learnt in the Wano Country Arc (which follows) while playing the game. You have been warned.
All aboard the Going Merry
True to its name, Pirate Warriors 4 is every bit the unique style of spectacle fighter that Omega Force and Koei Tecmo have become famous for, and the combat really does its genre proud. This is not a game where enemies necessarily represent a danger, nor does this game know the meaning of the words ‘dodge’ or ‘block’.
Just look at all those enemies!
Instead, enemies are fodder for the player to show off their almost comically overpowered fighting moves as easily thousands of them can get mowed down within a single mission. The usual buffet of attacks, heavy attacks, special moves and charge attacks are yours for the picking, and the combos from joining these moves are easy to pull off, even for a cack-handed slowpoke like me.
Further bolstering your journey to becoming the flashiest fighter is also a skill tree (depicted as a nautical map with islands). Here the player can choose to spend in-game currency on everything from extra slots for super moves, to boosting the power of basic attacks. I could never figure out why you can choose between a general skill tree or a character-specific trees, but the option is there.
You have a separate map for each character… but I am not entirely sure why.
By the time I had built up the muscle memory for the particularly brutal combos, and my uhm… skill islands had filled up, I began to wonder if Pirate Warriors 4 wasn’t a bit too easy (even on ‘normal’ difficulty). For players looking for a more earnest challenge this might be true, but that would be missing the task.
Instead, satisfaction in Warriors games comes from becoming skilled in their combat system. This holds true for Pirate Warriors 4 as the game really encourages flowing seamlessly from one attack into the next, and rewards the player with watching hundreds of enemies fly at once. Playing this game is the digital definition of a power trip.
Many pieces
Aside from the show’s epic fights, another reason why One Piece transitions well into a Warriors game is due to the excellent (and remarkably quirky) cast of protagonists, antagonists, and everything in between. This is an area where Pirate Warriors 4 really excels because the roster of playable characters has been raised to a respectable 43 this time round.
The choice of characters in each mission is usually split between power, speed, technique, and airborne fighting styles, which basically hints at where they do the most damage. Take Roronora Zoro for example and his moves to keep even stronger enemies off the ground. Juggling a bunch of marines for a long time is an absolute breeze with him as you can make their health bar drain before they can even touch the ground to attack.
Luffy on the other hand is an enthusiastic combo linker with one mother of a stamina bar. When fighting in the air, he usually lets enemies drop before I could pull off a prolonged attack sequence. On the ground, however, I seamlessly strung one chain of combos to the next while using dash as a cancel attack. If the map had longer, straight sections, Luffy was invariably my first choice.
Luffy and the thousand fists
Unfortunately, I never made friends with the camera; it felt like I was constantly fighting to bring what I wanted to see onto the screen. This was particularly a problem when pulling off special moves since characters execute their attacksin the direction the camera is facing, and not necessarily towards the enemy in front of them. Not a huge problem per se, but enough to tinge the experience with frustration at times.
A nice new age of piracy
Given how slick Koei Tecmo and Omega Force have designed the gameplay and how committed Pirate Warriors 4 is to the One Piece IP, both seasoned musou fans and first-timers could enjoy this game. Veteran Warriors players would find their hard-earned skills rewarded, but this game is still a forgiving entry point into this lucrative sub-culture of gaming.
Gosh, to think this scene is going on for 18 years old.
That being said, the ideal player for Pirate Warriors 4 is undeniably an up to date One Piece fan. This is not just to avoid spoilers, but also due to how deeply saturated Pirate Warriors 4 is in the colourful and really weird world of its source material.
If that sounds like you, play this by any means possible since there are few genres that really gel with One Piece as much as Pirate Warriors games. If not, this game should at least be on your wishlist if you need time to catch up on some episodes because it is a lovely culmination of everything great about musou games.
Re-imagined old story archs
Responsive controls
Lots of replay value
Real voice cast
Many playable characters
Some awkward cut scenes
Not the best graphics
Clumsy camera
          PC Specs: Windows 10 64-bit computer using Nvidia GTX 1070, i5 4690K CPU, 16GB RAM – Played using an Xbox One Contoller
The post One Piece Pirate Warriors 4 PC Review appeared first on DSOGaming.
One Piece Pirate Warriors 4 PC Review published first on https://touchgen.tumblr.com/
0 notes
terryblount · 4 years
Text
One Piece Pirate Warriors 4 PC Review
It’s that time again folks! Put on your straw hats, check your log pose and join anime’s most endearing gang of pirates as they beat up more marines than you can physically count. After five years, Omega Force and Koei Tecmo have finally shifted the focus of the Warriors/musou series back to the One Piece anime, and the potency of this crossover is as clear as it has ever been.
Truth be told, One Piece Pirate Warriors 4 hardly strays from the classic musou design that developers used in their recent titles, but it is clear Omega Force and Koei Tecmo have become really good at making these games. Even if the fourth incarnation of this Warriors sub-series doesn’t reinvent the wheel, the polished gameplay and obvious passion for the anime adds up to a very appealing new entry.
Gold D. Roger, the pirate who hid the One Piece. This review features screen shots only from the first part of the game to avoid spoilers.
Return to the Grand Line
As with previous Pirate Warrior games, Omega Force and Koei Tecmo have used the chronological events of the One Piece anime to guide the progression of their fourth game. The major fights within the single player campaign, named ‘Dramatic Log’, features six different story arcs to play through beginning with the Alabasta Arc, and ending with the most recent Wano Country Arc.
This adds up to A LOT of One Piece episodes, but the devs used a strategic mix of nicely recreated cut scenes and story exposition to provide something like a crash course on the anime’s narrative. Whether playing through the enormous siege on Alubarna, or the massive battle at Marine Fort, the game’s storytelling succeeds in making the player feel immersed in these moments.
One of the first story arcs to play through. Each arc features around six missions.
There is just one unfortunate problem with the gameplay being driven so heavily by the anime’s narrative: Pirate Warriors 4 creates a minefield of spoilers. I can speak from experience here because I am just about reaching the middle of the Whole Cake Island Arc in the anime, only to feel my jaw drop at what I learnt in the Wano Country Arc (which follows) while playing the game. You have been warned.
All aboard the Going Merry
True to its name, Pirate Warriors 4 is every bit the unique flavour of spectacle fighter that Omega Force and Koei Tecmo have become famous for, and the combat really does its genre proud. This is not a game where enemies necessarily represent a danger, nor does this game know the meaning of the words ‘dodge’ or ‘block’.
Just look at all those enemies!
In short, enemies are just fodder for the player to show off their almost comically overpowered fighting moves as thousands of them can get mowed down within a single mission. The usual buffet of attacks, heavy attacks, special moves and charge attacks are yours for the picking, and the combos from joining these movies are easy to pull off, even for a cack-handed slowpoke like me.
Further bolstering your journey to becoming the flashiest fighter is also a skill tree (depicted as a nautical map with islands). Here the player can choose to spend in-game currency on everything from extra slots for super moves, to boosting the power of basic attacks. I could never figure out why you can choose between a general skill tree or a character-specific trees, but the option is there.
You have a separate map for each character… but I am not entirely sure why.
By the time I had built up the muscle memory for the particularly brutal combos, and my uhm… skill islands had filled up, I began to wonder if Pirate Warriors 4 wasn’t a bit too easy (even on ‘normal’ difficulty). For players looking for a more earnest challenge this might be true, but that would be missing the task.
Instead, Warriors games have always been set apart by becoming skilled in their combat system. This holds true for Pirate Warriors 4 as the game really encourages flowing seamlessly from one attack into the next, and rewards the player with watching hundreds of enemies fly. Playing this game is the digital definition of a power trip.
Many pieces
Aside from the show’s epic fights, another reason why One Piece transitions well into a Warriors game is due to the excellent (and remarkably quirky) cast of protagonists, enemies, and everything in between. This is an area where Pirate Warriors 4 really excels because the roster of playable characters has been raised to a respectable 43 for this game.
The choice of characters in each mission is usually split between power, speed, technique, and airborne fighting styles, which basically hints at where they do the most damage. Take Roronora Zoro for example and his moves to keep even stronger enemies off the ground. Juggling a bunch of marines for a long time is an absolute breeze with him, making their health bar drain before they can even touch the ground to attack.
Luffy on the other hand is an enthusiastic combo linker with one mother of a stamina bar. When fighting in the air, he usually lets enemies drop before I could pull off a prolonged attack sequence. On the ground, however, I seamlessly strung one chain of combos to the next while using dash as a cancel attack. If the map had longer, straight sections, Luffy was invariably my first choice.
Luffy and the thousand fists
Unfortunately, I never made friends with the camera; it felt like I was constantly fighting to bring what I wanted to see onto the screen. This was particularly a problem when pulling off special moves since characters execute their attacksin the direction the camera is facing, and not necessarily towards the enemy in front of them. Not a huge problem per se, but enough to tinge the experience with frustration at times.
A nice new age of piracy
Given how slick Koei Tecmo and Omega Force have designed the gameplay and how committed Pirate Warriors 4 is to the One Piece IP, both seasoned musou fans and first-timers could enjoy this game. Veteran Warriors players would find their hard-earned skills rewarded, but this game is still a forgiving entry point into this lucrative sub-culture of gaming.
Gosh, to think this scene is going on for 18 years old.
After that being said, the ideal player for Pirate Warriors 4 is undeniably a still an up to date One Piece fan. This is not just to avoid spoilers, but also due to how deeply saturated Pirate Warriors 4 is in the colourful and really weird world of its source material.
If that sounds like you, play this by any means possible since there are few games that really gel with One Piece as much as Pirate Warriors games. This is a lovely culmination of everything great about musou games, and should be, at least, on your wishlist if you need to catch up a bit on episodes.
Re-imagined old story archs
Responsive controls
Lots of replay value
Real voice cast
Many playable characters
Some awkward cut scenes
Not the best graphics
Clumsy camera
          PC Specs: Windows 10 64-bit computer using Nvidia GTX 1070, i5 4690K CPU, 16GB RAM – Played using an Xbox One Contoller
The post One Piece Pirate Warriors 4 PC Review appeared first on DSOGaming.
One Piece Pirate Warriors 4 PC Review published first on https://touchgen.tumblr.com/
0 notes