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PSP | Strategy | Dynasty Warriors Vol. 2

Boxart for Dynasty Warriors Vol. 2
Dynasty Warriors Vol. 2 34 screen shots
  • GRAPHICS: 4.00
  • SOUND: 3.50
  • CONTROL: 3.00
  • FUN FACTOR 3.00
  • AVG USER SCORE n/a
  • AVG CRITIC SCORE 3.0

Hands-On: Dynasty Warriors Vol. 2

Three kingdoms, 48 characters, 16:9 widescreen, warriors worth a thousand, and then there's the KO counter ...

Koei's taking it slow with Dynasty Warriors on PSP. Between sequels, spinoffs, and Xtreme Legends expansions, the PS2's hosted nine Dynasties in six years. On average, that's a new title every eight months, some inevitably pushing the envelope of what really warrants a brand-new release. The second PSP Dynasty spent more than twice that long in the shop, and it shows in the slate of extra features and upgrades.

The Good Old Days

The obvious improvement is a truly widescreen game. Instead of spending a third of the screen on the mini-map, Volume 2's action fills the breadth of the PSP's real estate. The interface is still as functional as ever -- those elements are just transparent overlays now.

Filling that screen are stages smaller than the large, continuous console battlefields. The game presents each battle as a set of short, interconnected scenarios, displayed on a large map that you move around between missions. A typical mission might mean storming a defensive strongpoint, or breaking the enemy's morale in an open field. Individual encounters take a few minutes apiece, but an entire battle might consist of a dozen or more confrontations.

Picking and choosing engagements around the battlefield gives the game a very fluid, non-linear style. It's possible to charge the opposing headquarters and bang out a victory in record time, but roaming around is often smarter in the long run. Finishing special missions (like defending a village from bandits) or taking out high-ranking enemy generals might net more rewards in the form of special items, and more combat can always beef up the abilities of your playable hero and their bodyguard of sidekicks.

Back at the Ranch

Picking a bodyguard of up to four officers takes place in between each major battle. Some lend themselves to straightforward tactics -- a unit of swordsmen, say, or archers for supporting fire -- while others have skills for more specialized roles, like bomb-tossing grenadiers. If you want a job done right, though, you have to do it yourself. Dynasty's still about plowing through peons with a single nearly-invincible hero, and initial encounters suggest that formula still works.

There are still some technical problems, mainly spots of confusing pop-up. Enemy troops often fade into view smack-dab in front of the player's character, with no chance to anticipate their attacks in advance. On the other hand, that means they show up right in convenient whacking range, ready to keep that KO counter ticking over.