
A Musou game subseries (such as Samurai Warriors, Dynasty Warriors, Warriors Orochi, and so forth) has a lot in common with the Final Fantasy mainline games they’re gameplay iterations wrapped around a common narrative core. I’m willing to blame the genre on this one. How can I properly convey to people that, despite hearing myself go full-on Mermista_uuuugh.wav in frustration numerous times in my many, many hours with SW5, that I still thoroughly enjoyed it?

None of that tells you anything meaningful about the experience of playing the game, though. The story’s focus on the Nobunaga/Mitsuhide dyad has strong, trope-y Naruto/Sasuke vibes, but the result is a perfectly serviceable shounen manga-ish narrative. The fluid combat will be familiar to players of Samurai Warriors 4, which it builds on and refines. The game looks great the cel-shaded, woodblock print-style art is colorful and pops. So, as I played it, that’s the mindset I was in: Looking at gameplay, graphics, presentation elements, how it “felt.” I could definitely write that story if I wanted to. When Polygon approached me about writing this piece, the original idea was that I would be writing a review of Samurai Warriors 5, from a Musou lifer’s perspective. I don’t know how to talk to people about Musou games anymore. After a week and a half with Samurai Warriors 5, I have a confession to make:


I’ve been with them from 2000’s Dynasty Warriors 2, the very first, right up to now. I’ve been a fan and player of Musou games (or “Warriors games,” if you’re a dubs instead of subs person) since they were brand-spanking new - 20 years at this point.
