It's like Samurai 
Warriors, but good.
 That's what I keep telling (or having to tell) people every time I'm 
spotted playing Capcom's Sengoku Basara: 
Samurai Heroes. I'm not sure anyone wants to believe me, though. The
 days of beat-em-ups where you only needed two buttons are long gone -- 
now it seems like everything you do in a game needs a purpose, and 
there's the feeling that anything too simple needs to be 10 dollars at 
most. Plus, anything related to Koei's Warriors franchise elicits 
kneejerk cynicism; it's a laughing stock. I understand the doubts, but it's not Capcom's fault. The Dynasty 
Warriors/Samurai Warriors series started off promising ten years 
ago, but they've made only incremental improvements since then, and 
considering their sequels now number in the double digits, leaving only 
the hardest-core fans to appreciate the ostensibly small changes, you 
get the aforementioned laughing stock. Capcom apparently realized they 
could do better, and so we got the Sengoku Basara series (which you may 
know as Devil 
Kings on PS2, its first installment -- but this new game is actually
 Sengoku Basara 3). And there are plenty of things that make it better 
than Koei's series. The first improvement is that everything is smoother. What that means
 is, for starters, the game stays around 60 frames per second -- an 
always-speedy display that most of the Warriors games have maintained, 
but the latest Samurai Warriors for Wii doesn't even manage it. It's 
also smoother because as you run and slash (or punch and kick) enemies, 
it feels like a hot knife through butter. You can gain some great 
momentum, and unlike in Koei's games, it's pretty easy to turn on a dime
 and swing the camera around to where you want to be. Second, downtime is reduced. Warriors games are known for their 
large levels, where you often have to gallop clear across the landscape 
to get where you're needed with very little actual fighting in between 
(considering that you can just run past the grunts). In Basara, the 
levels are usually kept at the same size -- a handful of camps with only
 short paths in between them, keeping the action steady. You're not 
waiting as much when you're fighting, either: Say you're up against one 
of the enemy generals, who has a large life bar, and needs to be smacked
 around more than a few times. If you hit him with enough combos, he'll 
fall on his back. At that point, in a Warriors game, you can't always 
kick someone when they're down. In Basara, you don't have to wait for 
the guy to get up before you can hit him again; there's almost always a 
way to keep him in the air. 


 
	 
                














