The story’s focus on the Nobunaga/Mitsuhide dyad has strong, trope-y Naruto/Sasuke vibes, but the result is a perfectly serviceable shounen manga-ish narrative. The fluid combat will be familiar to players of Samurai Warriors 4, which it builds on and refines. The game looks great the cel-shaded, woodblock print-style art is colorful and pops. So, as I played it, that’s the mindset I was in: Looking at gameplay, graphics, presentation elements, how it “felt.” I could definitely write that story if I wanted to. When Polygon approached me about writing this piece, the original idea was that I would be writing a review of Samurai Warriors 5, from a Musou lifer’s perspective. I don’t know how to talk to people about Musou games anymore. After a week and a half with Samurai Warriors 5, I have a confession to make: I’ve been with them from 2000’s Dynasty Warriors 2, the very first, right up to now. I’ve been a fan and player of Musou games (or “Warriors games,” if you’re a dubs instead of subs person) since they were brand-spanking new - 20 years at this point.
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