As one of capcom's well-known IP, the "Warring States BASARA" series has always been due to its imaginative story character settings, coupled with the action design and inherent technical system of action Tianzun's strengths, so that this series once had a trend of catching up with the PS2 peerless era. In the follow-up, due to the changes in the overall market and taste, not only did the glory of the family encounter a bottleneck and it is still difficult to get out, but the "Warring States BASARA" series, which was not intended to give too many resources, began to gradually disappear in the late PS3 era. This time we will talk about this quite good "Warring States BASARA" series.

The culmination of the action system
Compared with the glorious hard work for many years to slowly keep up with the action performance in the Peerless 6, the name of capcom action Tianzun is not a waste of time, even in the era of "Sengoku BASARA" 2 generations of inherent skills to choose two, the smooth and changeable movements of Date Six Claw Stream or BASARA Technique make people feel new and unique, rather than several modules are very similar, such as the Monarch Sword is just a change of air wave special effects or the monotonous repetitive swing of the Peerless Action. Of course, this aspect also involves the positioning of the two manufacturers for the tone of the game, and Glory was still more inclined to try to be less fancy and completely disconnected in style, and Capcom was different due to the late addition of the story tone, naturally at the beginning of the horsepower, the play is also relatively unscrupulous. But even so, the era of "Three Kingdoms Matchless" 2-3 or "Warring States Matchless" 1 really had a simple slashing feeling, which also made BASARA attract a certain fan base in the action area.
BASARA2 has laid the foundation for characters and actions, and in the 3rd generation, it began to think in the direction of perfection and breakthrough, so like DMC4, it set its sights on the number of carrying (style instant switching). In addition to having four inherent skills to enter combo moves at any time, a character can also choose a powerful inherent Upanishads as a combination. The reason why the 4th generation of "Sengoku BASARA" has reached the pinnacle is that it has further sublimated the system of 3+3 banquets, not only lifting the selection restrictions of the inherent Upanishads, but also making the characteristics of each character more prominent, and the characteristics of the 4th generation of Toyotomi Hideyoshi are that each of the inherent skills of wrestling skills can be cancelled at any point in time, and if you are skilled, you can greatly appreciate the fun of wrestling combos. The last paragraph can also be changed to enter the inherent Upanishads to take the number of combos and variability to a higher level, such an experience compared to the 2nd generation of Toyotomi Hideyoshi is only each move and each move is a separate action, which is completely different.
Or maybe date Masamune's single knife flow and six-claw flow's move performance and variation are different, or Ishida's cancellation and teleportation make the combo incredibly gorgeous and cool. To the 4th emperor will also further liberate the double swap, so that the richness and fluency of the entire game's combos are comparable to DMC, ishida Sansei a set of combo moves on the way can immediately call people out to change other action play to continue to pick up, these feel and performances and the fun of studying on the action system, is still a glorious place to look back. It can be said that it has evolved all the way to the 4th generation and the 4th emperor to bring the greatest pleasure to the player, if the personal subjective pure action, the 4+4 emperor can be said to be the peak of the existence in the peerless class.
Get lost in the gameplay content of competing with glory
BASARA was originally a very simple linear pass ACT idea, the 3rd generation began to introduce a similar three-no-4 stronghold system for the sake of novelty and gimmicks, which not only had an impact on the rhythm and gameplay of the original level game, but also made people feel quite bland in substance. It is nothing more than affecting the strength of the enemy in essence or getting some effects, so that in addition to simply mowing grass on the battlefield, the player has a goal to break the seemingly battlefield interaction. On this piece, glory and Capcom's thinking and advantages and disadvantages are exactly the opposite, glory has always been based on the sense of battlefield simulation and the promotion of various historical battlefield events, coupled with its positioning and operation of history, so let the enemy and us in the matchless game advance or various strategies or events and levels and gameplay integration. The feeling of triggering events in Peerless, such as the decline of the enemy caused by the Chibi East Wind, is very emotional, and the player can influence the direction of the level and battlefield by studying the map route or how to trigger the event, thus providing another kind of fun in addition to mowing the grass.
Basara due to the whimsical secondary historical creation, coupled with the emphasis on the protagonist's individual ability of the arcade pass thinking, such an innate tone in turn to focus on this piece is actually a bit strange. History and battlefield sense are not the things that BASARA focuses on, and the map design of BASARA4 or series is still an obvious linear advance idea, unlike peerless is usually a vast terrain battlefield, so that the design of the general is reduced to simple advancement or you grab me. The level events still give people a feeling of mostly fixed matching, simply put, the series tone and ideas have not changed, but they run to refer to each other's ideas, resulting in the game feeling is not further sublimated but a little weird.
In the 4th and 4th Emperors, the three generations of the general design continued to be maintained, and the subtle design like the general attack trick and the special effect of the roulette wheel was added, and the experience was not much different, but because some of the special effects of the roulette wheel such as transformation or performance made people feel irritable (later updated can be turned off). On the whole, the squad is like a way to abandon BASARA's original positioning and advantages, and in turn to add fuel to the vinegar, Capcom did not realize why the opponent Glory can rely on this piece to attract players, but let the level advance This piece of this piece in the 3rd and 4th generations has a weight reduction problem, which will unexpectedly make the game experience become boring.
Unsatisfactory portions and main play modes
The most appropriate part of the BASARA series about weight control is the 2nd generation hero sequel, not only has a story mode for everyone, the hero story complements the story of the new character and the original foot color of the short story, the big martial arts meeting and the fun competition and the traditional world unity mode make the weight extremely full, and the number of levels is as high as 64 levels.
However, I don't know if it is due to the increased development costs of entering the PS3 era, the 3+3 banquet is finally 46 levels, and the 4+4 emperor finally has almost 48 or so (some levels are like the single head is limited to the story mode), and they have not been able to return to the glory of the original hero's biography, not to mention the return to the generation in the 4+4 emperor play mode, leaving only the unification of the world (Warring States scroll) and the free mode. The method of combining the differences in the route and the story performance of the world is a bit subtle, resulting in the unsatisfactory weight of this work, after the initial freshness has passed, it will be necessary to brush a lot of brushes in order to build weapons and resources, and the level gameplay changes and the weight are not enough to support, and the cycle of repeated tasting of the strongest advantages leads to easy boredom, which has become the biggest hard wound of this work.
Capcom mentality with a dazed series of futures
"Sengoku BASARA" was also a mistake at the beginning, coupled with the low development cost of the PS2 era compared to now, it is the golden age of peerless games that is about to unfold. After entering the PS3 era, the number of playable people is first cut in half and then added back with expansion packs, as well as the weight of the level plus the subtle world unity + story mode gameplay, and even the level of the finished product that can be called the unknown Sanada Yukimura of the black history of the series, all of which make people see that not only the momentum of the peerless game has long ceased to be outside the year, but more obviously Capcom's attitude towards this series is like a chicken rib, for Capcom, who does not lack explosive masterpieces, the sales of the Sengoku BASARA series are simply dispensable.
Then since the 4+4 Emperor can no longer return to the glory of the hero and the 3rd generation in the PS4 era, squeezing out the last bit of value is obviously Capcom's policy. This series has always been the product of the unexpected emergence of the PS2 era, the cost and patience they are willing to invest are undoubtedly limited, that Capcom in the 4 + 4 Emperor is obviously weak and can not replicate the results of the 2nd and 3rd generations, and finally out of the extreme resource recovery of Sanada Yukimura, no longer pay attention to or even only willing to re-fry the 4 Emperor Cold Rice, it is not at all unexpected.
"Sengoku BASARA" 4+4 Emperor has an action system that has evolved from the transformation of 3 generations, each character's characteristics and playing style are worth studying and full of fun, coupled with the introduction of the two-player system switch to enhance the possibility of combos, which has created the ultimate combat system and fun in the peerless game. However, since the 3rd generation, the subtle story mode and the weight of the levels have made the 4+4 Emperor, although it has the ultimate combat system and feel, it is like a very sweet cake, and occasionally tasting can bring you happiness but cannot support it for a long time.