First impressions? This looks VERY effing promising!
Good Musou combat usually has consideration for a few key things:
1) The fodder soldiers need to be very aggressive towards the player when left unattended. Notice each time the main character blocks with a "ping" impact/noise? This is to break your combo attack chain & give an enemy Officer an opening to kill you. If your army morale is up because you've protected/escorted your troops correctly, then your fodder soldiers keep the enemy ones occupied/distracted.
2) Archers that are well-placed. If you do not crowd-control them fast, they will quickly whittle down your and your army's HP, even if you are carrying combos correctly - they are usually the first thing you want to look for and remove from the field. Notice how many times Guan Yu's screen flashes red as he takes damage from behind. Health items usually only drop at higher combo chains, or if you explore for boxes to open.
3) Good combos/juggle routes - notice that when Guan Yu hits a Musou Rage state, the fodder soldiers start having trouble leaving the air. High-skill combat between two Officer characters, when at its best, feels like a fighting game with consideration for pokes, good blocking/parrying, and never dropping your combo. Hyrule Legends did this incredibly well, especially in co-op since a two player team is able to juggle bosses to death if both players work perfectly in tandem. Why is it so important to juggle an Officer though? That leads into....
4) Officers that are threatening, but fair. Samurai Warriors 2 XL did this really great on the XB360, it has some of THE best bread-n-butter poke/block/counter combat between Officers in my memory. In Samurai 4, trying to Hyper an enemy Officer results in you being instantly punished and left vulnerable, and at the higher difficulties, getting stunned or guard-broken by an enemy Officer character usually allows them to one-shot you.
All of these factors can be seen working to sheer perfection on Warriors Orochi 3: Ultimate. Combos that build meter, kill chains that cause gems to drop, weaving your teammates in and out of combat to avoid a "Merry Xmas" or a "Happy Birthday" team kill....
One of the major reasons Dynasty Warriors 9 flopped in my book is that all of the above points had something wrong with them. Your troops, when escorted would fall into moats and the Ai would get stuck, unable to figure out how to swim. Allied Officers -which are required in non-Orochi titles for solo-mode Team Attacks- didn't have a formal escort system, so they would teleport unpredictably around the map. There was no formal tracker for capping bases or keeping army health high, so lots of jank could throw a wrench into 2 hours of planning. The grappling hook allowed you to just skip whole areas of combat and rush straight to the boss. Later DW9 updates made Officer EXP waaay too easy to obtain, so difficulty balance was either impossibly hard or instant-win easy.
Origins immediately looks infinitely more grounded than DW9 did. I'm legitimately excited. Yellow Turbans is an awesome story section to hone in on and narrate, and I'm seeing all of the important combat factors in these videos being represented very well. If this turns out to be a good dramatic story with narrow wins, tragic losses of allies that feel earned legitimately, and that bread-n-butter poke/block/counter combat that makes you work hard to build your Musou meter, I think they're working with a win here.
Check out Orochi 3: Ultimate, Hyrule Legends, and Persona 5 Strikers (on Hard difficulty and up) if you want the really tight games with good combat. Gosh I really hope they don't muck this up, it's looking really good.
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