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Dynasty Warriors (PSP)

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Dynasty Warriors (PSP)
Dynasty Warriors (PSP) Case
Developer(s): Omega Force
Publisher(s): Koei
Release Date:
Flag of Japan: December 16, 2004
Flag of the United States.svg/Flag of Canada: March 16, 2005
European flag/Flag of Australia: September 1, 2005
Genre: Hack and Slash
Game Modes: Single Player
Ratings: CERO: CERO B Rating
ESRB: Rating US-Teen
PEGI: PEGI 12 Rating
Platform(s): PlayStation Portable

Dynasty Warriors was one of the first games available on the PlayStation Portable at launch, and was available with a gift card at some establishments. This is not a port of the original Dynasty Warriors with the one-on-one fighting style. Most likely it is a port of Dynasty Warriors 4: Empires because of the map layout. The game allows players to deploy generic officers (including the playable cast of Samurai Warriors) as bodyguards, each one with their own unique abilities and biographies.

The leveling system is somewhat retweaked; all characters start at Lv. 1 at the beginning of each battle, and they gain EXP from any kills or combos regardless of their targets' ranks (normal foot soldier or general; the gain is increased by an extra percent when they land "critical hits" as finishing blows). They can boost themselves to Lv. 10 through connecting specific killing blows on any units, where they can access their Lv. 7-to-9 weapon as well as being able to always use a True Musou attack. However, their level, weapon and attack chains will reset for each stage.

Officers can be selected under the player character's command, both with passive and active boosts (such as allowing a horse at the start of a stage or granting a speed boost, respectively). The latter boost is done by using right on the D-pad (where the character will use their self-announcing animation to activate) and using the up and down directions on said pad to scroll through them. Specific numbers of command points must be used when equipping personal officers (otherwise, there is a limit), and tying into the aforementioned biographies, using officers (both playable and NPC) from the same "birthplace" will involve less command points required. Also, playable characters can increase their command point total upon finishing a stage.

Loss during a stage also can be determined through supply amount, which acts as the total stage time left. These can be extended through liberating enemy supply depots. Win or lose a stage, the player will still earn points towards their character's growth (but the latter always results in a loss of the player's currently deployed officers).

Another notable difference is the more aggressive AI, forcing players to rely on officer skills and tactical maneuvering between areas.

Unlocking CharactersEdit

Certain characters can be unlocked from the game's main mode.

External LinksEdit

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