Rise(n)
Above Hate
Capcom and Konami did a lot for the side-scrolling
action/hack & slash game genre in the 16-bit era. In friendly competition,
they battled for supremacy with timeless classics like Knights of the
Round, King of Dragons, X-MEN, and The Simpsons.
At the turn of the 16-Bit era into the 32-Bit and 64-Bit eras, however,
that magic would come to a trickle until after the dawn of the 128-Bit era
(until a TMNT revival). Development in the genre would take place
here and there, but mostly of titles (like Sword of the Berserk: Gut's
Rage, Sengoku 3, and depending on who you ask, Cannon Spike)
that didn't have mainstream allure. Konami would step in after a hiatus
and revive the "heroes in a half-shell" that brought them so much
success in the genre before with TMNT, but before it was even released
its thunder was already stolen by the least-likely of developers... |
From
The Ashes
That
developer was little-known Koei, known until then primarily for making
games in the strategy genre. At the dawn of the 128-bit era, however,
they took industry by storm and single-handedly brought the hack &
slash genre back from the dead with Dynasty Warriors 2. So, how
did Koei (a developer known for strategy games) beat Konami (hack &
slash masters)? Through what they know best, and that would be strategy.
It's not too far from
biblical story David and Goliath. Koei saw the momentum Sony had
gained with the PlayStation 2 hardware, knew it would be big, jumped on
it early, and used it to pioneer the manic hack & slash sub-genre.
Manic (AKA"bullet hell") shooting games are an extreme, over-the-top,
maniacal approach to an orthodox formula of the shooting game genre, and
there's a similar relationship between manic (AKA"enemy hell")
side-scrolling action/hack & slash games and orthodox side-scrolling
action/hack & slash games. "Bullet hell" games like Batsugun
breathed new life into the shooting genre, and Koei's "enemy hell"
approach with Dynasty Warriors 2 did the same for the side-scrolling/hack
& slash genre. There's an instant allure drawn by the extreme nature
of the approach of fighting against impossibly-stacked odds. The sheer
number of enemies onscreen and in the stage at any given moment was astonishing
then, and still is today. In other words, a title in the genre is "never
short on enemies," and Koei was the first to do it.
It wasn't just the manic
"enemy hell" approach to the genre that made Dynasty Warriors
2 successful, though. Koei innovated by adding elements of strategy
into a side-scrolling action/hack & slash game; something that hadn't
been done before. It wasn't just about walking a predetermined path, killing
enemies, and killing bosses respectively. Koei took the old formula, made
it 3-D, and added variables that essentially allowed for multiple paths
and outcomes that all revolved around strategy elements. You could go
rack up points by killing hundreds of enemies on the way to the stage
boss, or go straight to the end without killing hardly anyone on the way;
though based in strategy, Koei's design really left it all up to the player,
and it was a mainstream success. Partially due to strategic release on
the PS2 hardware, the Dynasty Warriors series became regarded as king
of the genre through worldwide recognition. It wasn't long before Koei's
pioneering and innovation was apparently forgotten by big media, though,
despite the worldwide following the developer has garnered over the years.
|
Follow
The Leader
With each Koei hack 'n slasher I play in the present, I can't help but
to always think about how mainstream media calls them shit like "mindless
button mashing." Anyone who has played them even on the easy difficulty
knows that even in the non-Empires versions, there is strategy
involved. Strong emphasis is put on prioritizing, and ignoring it can
lead to miserable failure completely unrelated to "button mashing"
and completely related to placement strategy. Koei has some of the cheapest
enemies in the genre, yes, but I've failed more stages from strategy issues
than anything else. This can easily be seen in Samurai Warriors 2 [LIVE]
when Mitsunari Ishida has to stop fleeing enemies all the way across the
screen from escaping, all at once. And there are plenty of other situations
like this in the Orochi and Dynasty titles that are perfect
examples of how big of a part strategy plays in each title. Even Gundam
Warriors (the Namco/ Bandai, Koei/Tecmo collaboration project) has
the same emphasis on being at the right places, at the right times, to
kill the right enemies. If these games were so "mindless," then
how could this be? How could they once be praised for their strategic
value, then suddenly damned for "button-mashing?"
Koei has risen above
the hate of its critics, delivering more and more Warriors goodness
every year to its fans all over the world. Fans want more Warriors, and
Koei delivers it. Players of all ages enjoy Koei's unique brand of hacking
& slashing! If there was no demand for it, Koei wouldn't make it,
yet they are still criticized for it. They've branched-out considerably
over the past few years, expanding from Dynasty Warriors and Samurai
Warriors into Gundam, Fist of the North Star, and Troy.
Before that, they even used their two flagship series to create the successful
Orochi crossover series. I play their new endeavors and couldn't
be more pleased with the fact that Koei is still cranking-out so much
fun for me and all my friends. These guys have thought of everything,
yet still get so much mainstream criticism! Sure, Koei titles aren't known
for the visual polish of Capcom or Konami titles, the control is a bit
stiff, and their character design isn't always the best, but they've really
kept to their commitment to the genre since they stepped-foot into it.
Capcom and Konami still support the genre sporadically when they feel
the need to, but Koei stays with it every year and delivers fun multi-player
madness like clockwork. To me, they deserve credit for that because it
shows a devotion to the genre. It has to; with all the bad press on their
new games, are they even making money, anymore? I hope they are, because
we need Koei as an equalizer in a scene over-saturated by big business
with war simulators...
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