That's not to say that this is Samurai Wagglers (that was the poorly-received Samurai Warriors Katana) - this game is traditionally controlled, and will even be bundled with a specially decorated Classic Controller Pro in Japan. And, of course, it adds being on the Wii, which is pretty important to a certain segment of the gaming population (the segment that owns Wiis). What it adds to the formula is an ample character selection, including around 40 new and returning characters, and some new, super huge combos. In the absence of that novelty, Samurai Warriors 3 is your basic Warriors game - which is to say that it is purely about mashing buttons to unleash combos against hordes of soldiers. Samurai Warriors 3's mysterious Nazo no Murasame-joumode, based on Shigeru Miyamoto's Famicom Disk System game, was not included in the demo for the Wii game, nor were any new details available. Both seem like high-quality entries, each offering compelling reasons for lapsed combatants to return to the fight. The two games were as different from one another as two Warriors games could be, though, of course, both games stuck to the Warriors foundation of controlling a historical war hero as he or she beats several thousand enemy soldiers on a crowded battlefield. I played two games in Koei's prolific Warriors series at TGS: the Wii-exclusive Samurai Warriors 3, and the PS3/360 port of the PSP's Dynasty Warriors Strikeforce.
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