The link between your mind and what the character does is muddled.
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The answer It's because your agency, what you want the character to do, doesn't have strong connection. You're frustrated, and you don't know why. The magic system is great, but you're able to spam it almost endlessly to the point where your regular attacks feel like they aren't even needed. They seem to come to a dead stop while they attack, attacks don't flow smoothly from one to another, and the enemies are either standing around doing nothing or juggling you till you're dead. There is a hard disconnect between when your character is running and when they are attacking. Now play Orochi 4 and realize all these things are gone. Combat is smooth, cinematic, and most of all, fun. The enemies react perfectly to your attacks and almost always remain in front of you so all your attacks land. The camera is the perfect distance always, at the perfect angle. When your character slices through dozens of baddies each attack seems to flow flawlessly from one to the other. Notice how when you move and attack, your forward motion remains constant. To demonstrate my point, if possible, try this exercise Play a lauded Musou game like Hyrule Warriors or Fire Emblem Warriors. Sadly, Orochi 4's combat feels clunky, clumsy and cumbersome. It's like trying to build a house with no foundation. The moment to moment combat is the one thing that HAS to be good in a musou game in order for any other aspect to thrive. There is SO MUCH to love about this game! But, In it's reach to try and be the best musou game ever created, the most important aspect of these games slipped out of its grasp the actual gameplay. There are loads of characters, musou attacks, magic attacks, weapons, moves, etc. The multitude of systems implemented in Orochi 4 are smart and a joy to experience. That being said, Warriors Orochi 4 is not making that decision an easy one. That being said, Warriors I've been a huge fan of the "Musou" genre of games since Dynasty Warriors 2, and that will continue to be the case. Finding fatty is the most fun, but in all cases, the action slows to a crawl with too many characters onscreen.I've been a huge fan of the "Musou" genre of games since Dynasty Warriors 2, and that will continue to be the case.
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Strike mode's object is to slaughter 1,000 enemies, while pursuit pits players in a race to capture the lard-assed Goemon, who's hiding in a fortress full of look-alikes.
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To claim victory in showdown mode, simply slay your opponent and his army. Split the screen, and two can slice through Samurai Warriors' story mode together or compete in several challenges.
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A somewhat confusing interface and disjointed midbattle cut-scenes make keeping track of allies and major enemies a chore, occasionally shrouding the path to victory, but otherwise, Samurai Warriors slices and dices. This war won't be over in a weekend, either-five branching campaigns provide plenty of opportunities to earn honor in battle.
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Taking out 500 enemies or more in a single battle could've become dreadfully repetitive, but Samurai Warriors stays sharp, thanks mostly to RPG-ish character advancement (including lots of new moves to master). Of course, diehards won't care-they'll be content maxing the stats of each officer in their entourage, collecting every last weapon and power-up in the warring states. A few made-in-Japan heroes-like the ninja Hanzo, who swings a sickle and chain-put a faster spin on the bloodletting, but most of the cast aren't much different from their cousins in China's Three Kingdoms. Interior stages aren't cutting it set in booby-trapped castles, they take away the trademark tactics, the cavalry charges and clashing armies, and go back to the genre's grindstone with mazes and monotony. While the Sun-Tzu slant gives Samurai Warriors an edge over most slashers, so little has changed since the series' inception that its shortcomings-namely, repetitiveness and choppy performance-are starting to show. To thwart a warlord, you'll have to maintain your army's morale, know when to attack and retreat, and work in concert with allied commanders. But it's the behind-the-scenes strategy that puts the art in Samurai's otherwise mindlessly fun war. Each of the game's 15 or so playable fighters specializes in a specific pointy object and wades through rivals with a repertoire of pokes.
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On the surface, the series is simple: If it moves, stab it, and when it stops, find something else to skewer. Dynasty Warriors' cast of thousands may be got up in different garb, but the song remains the same in Samurai Warriors. Sushi replaces dim sum, and Samurai, rather than Chinese swordsmen, spill blood by the gallon.